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Published: 2013-02-12 21:12:32 +0000 UTC; Views: 34488; Favourites: 362; Downloads: 1794
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..and an other attempt on a walk cycles..now please, people.. try to think a little bit before leaving a comment.. i know there is still a lot wrong with the animation.. the walk still is very slippery, and it feels very rigid.. i know that.. so please dont tell me the obvious.. i think everybody knows what and how a walk cycles should look like and that includes me too.. the problem here is projecting the movement on the model itself.. please realize there is huge difference between knowing theoretically how it works, and actually making it..
i know physics arent working either.. im just not trying to get that working yet, so there is no hair movement, no boob bouncing and so on.. i need to get a good understanding about body movement first before i can start doing physics on the body too..
now i dont say that you cant leave a critic, i actually appreciate it when you do, but if you do then please be sure you know what you are talking about and dont state the obvious.. this is all about learning and experimenting, and no one ever learned anything from the obvious and/or nonsense.. thank you..
725 frames @ 1280x540 pixels
total render time: 7 hours 03 min 45 sec
program used:
photoshop
poser
zbrush
3ds max
Related content
Comments: 548
reboomus In reply to ??? [2013-02-13 00:32:21 +0000 UTC]
Your not the only person that has problems getting 3-d rigs to walk right I still have things to learn about getting everything timed and moving right. I actually had to do several walk and run cycles with the goon rig in Autodesk Maya which some of those animation are on YouTube under the username Reboomus. I will post a link to a walk cycle I have done so if you want to watch it will be easy to get to, heres the link [link]
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SaphireNishi In reply to reboomus [2013-02-13 20:34:38 +0000 UTC]
they look awesome.. keep on going with them
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reboomus In reply to SaphireNishi [2013-02-13 20:56:13 +0000 UTC]
Thanks for your vote of confidence. I will definitely keep working on getting better at 3-d animation. What would you improve in one of my 3-d animations that you have seen?
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SaphireNishi In reply to reboomus [2013-02-13 22:33:55 +0000 UTC]
well it seems like you have the seem problem as i have.. try making your animation smoother.. the transition from one frame to the other has to be a bit more fluent.. i really love your spider animation you did.. that must have been really hard to animated all those legs...
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reboomus In reply to SaphireNishi [2013-02-15 13:17:40 +0000 UTC]
Thank you for your feedback I will definitely try to make my animations smoother between frames. Yes itwas hard trying to get all those legs moving correctly especailly since I had to be careful not to let the legs go through each other during the walk cycle.
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Gretgor In reply to ??? [2013-02-13 00:31:20 +0000 UTC]
Nice, her walk cycle got a bit more confident, it seems, with the swinging gait.
Great outfit btw, sexy and simple.
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GeneralMikeIII In reply to ??? [2013-02-13 00:27:23 +0000 UTC]
It feels rigid because you're not giving most of the body enough inertia. You're accelerating/decelerating too fast. It's especially visible in the left arm swing - it's moving forward pretty quick then it's moving back just as fast an instant later ( then it suddenly stops just after that, but I think that's one of the "obvious" things you were referring to). In a casual walk, a person wouldn't put enough effort into slowing down their arm to make it go from moving forwards to moving backwards that suddenly. On the other hand, you deal with this very well in the hip swing - and I'm sure everyone thanks you for paying special attention there . And it's a little better in the transition when her hips are offset to the left, when they are offset to the right it's still a little jerky. You just need to apply that attention to detail to all the movements. The simplest way is to create that acceleration is by making the distance moved between frames less at the end of a swing (so in the middle of the swing, you might move the wrist 50cm in a frame, then only move it 5 cm in a frame at the end of the swing - of course these numbers are just off the top of my head and depending on how many frames you are using per swing it will need to be adjusted accordingly). You could also play with the time between frames, but that's probably trickier because the time between frames is so small, being slightly off can create a huge percent errors.
Also, you need to make different parts of the body affect each other more. I'm not sure if this is what you're referring to by "physics aren't working", but it just isn't going to look anything close to correct until you start trying to address this. And once again, the biggest offender is the arms. All of the rotation in your video suddenly stops at the shoulder, when irl the arms should pull the shoulder and upper torso (underarm region and chest) with it as it swings. Similarly, the legs should be pulling the lower torso with it as it swings. In the end, there should only be a very small area at the center of gravity that doesn't rotate at all.
If you want something even more technical, there have been tons of scientific papers written on bipedal movement, for computer animation as well as robotics and even healthcare. You should probably be able to find a lot of information with a Google search, but as I said, it can get quite technical. Other than that, sorry for how long this was, I didn't really intend to write this much when I started, but I just kept thinking of more to put. I hope at least some of it ends up being a little useful.
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SaphireNishi In reply to GeneralMikeIII [2013-02-13 19:13:41 +0000 UTC]
well what i mean with physics is boob bouncing, hair movement, pressure points.. stuff like that.. so not how the whole body react when an amr moves and ohw that effects the should.. thats actually what this is all about what im trying to learn..
if you have any links about how walk cycles work then please share them.. i just found a handful of useful information about it.. so anything you can find or have would be highly appreciated..
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GeneralMikeIII In reply to SaphireNishi [2013-02-13 23:07:37 +0000 UTC]
Well, this definitely looks promising[link] ). It's clearly written for a specific modeling program, and I doubt it's the one you use, but there's also tons of theory type stuff you could pull from it to get an idea of how to think about it and what to focus on.
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SaphireNishi In reply to GeneralMikeIII [2013-02-14 00:18:07 +0000 UTC]
well im using an autodesk program too, altho this looks more from maya then for 3ds max.. but it give a good explanation on how a walk cycle works.. its basically tells what all the other tutorials also tell.. yet nothing about female walks since that what i actually need.. female have a different walk then malea have.. thanks for the link tho...
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GeneralMikeIII In reply to SaphireNishi [2013-02-14 02:09:04 +0000 UTC]
Ah, right. Sorry it wasn't more useful then. I know this animation stuff is hard, and I never really had the time or talent to really get into it. Good luck tho!
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GeneralMikeIII In reply to GeneralMikeIII [2013-02-13 23:08:47 +0000 UTC]
Hm, that sad face wasn't intentional, I must have put parenthesis when I shouldn't have or something...
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Mikromancer In reply to ??? [2013-02-13 00:06:47 +0000 UTC]
I think you're doing grand! it's totally easy to pick something to pieces if you're not the one that has to do it, but your legs and hips are just about perfect!
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SaphireNishi In reply to Mikromancer [2013-02-13 19:07:23 +0000 UTC]
hehe.. aint that the truth.. thanks for the kind words..
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Dawadi In reply to ??? [2013-02-13 00:04:39 +0000 UTC]
I don't know a thing about working with programs for 3D, and I lack the talent of drawing, period.
That being said, I think your work is so awesome, If I had a third of your talent I'd be so grateful!
I think going beyond the visual and into the anatomy world would give you the finishing touch.
Anatomy and physiology are what I know pretty well, but it is a lot to describe.
I did find however, these links:
[link]
[link]
which gives an explanation on walking (and animation of) from anatomy's
point of view, visually. Maybe it can be useful for you.
Great work and vast improvement every time!
Thanks for sharing and creating it!
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SaphireNishi In reply to Dawadi [2013-02-13 19:06:40 +0000 UTC]
hehe.. i actually saw both links already.. but thank you very much for the input..
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Dawadi In reply to SaphireNishi [2013-02-14 02:05:58 +0000 UTC]
Sorry I couldn't help...
I really love your works, all of them. If I could actually help in any other way I would do so gladly!
Thank you for your art!!!
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Gileum In reply to ??? [2013-02-12 23:59:05 +0000 UTC]
not bad but her hands look like she is jacking off invisible dicks on the side. Also they seem to lock and bounce back in place from the side view. try a more circular motion
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SaphireNishi In reply to Gileum [2013-02-13 19:05:14 +0000 UTC]
thank you for the feedback.. altho i would watch out how you say things.. if you trying to be funny then stop it.. cause its actually kinda creepy..
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Gileum In reply to SaphireNishi [2013-02-14 19:21:33 +0000 UTC]
lol i was only teasing. I do 3D animation in school. In all seriousness though, everything looks great, but the hand motion is definitely very stiff and jerky at the top of their swing. Kinda looks like they are travelling along a rail and then "bounce" back once they reach the end. But otherwise it looks fine. Also maybe add some subtle movement to the fingers. The reason I made my penis comment before is because they look like they are lightly grasping something all the way through the swing. At the bottom of their swing, maybe make her fingers open just a little bit. They wouldnt stay closed the way they aree if they were relaxed and hanging straight down, so at the bottom of their swing, they open, and towards the top they close a little. Try it yourself while walking. Little details like that make a big difference.
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SaphireNishi In reply to Gileum [2013-02-15 14:03:42 +0000 UTC]
well i would suggest you stop "teasing", cause it comes off really weird and inappropriate.. i guess i have to thank you for the feedback, altho, im still creeped out by you..
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Gileum In reply to SaphireNishi [2013-02-15 21:05:39 +0000 UTC]
Geez, I meant nothing creepy by it. I was just trying to inject some crude humor. I'm not some sweaty palmed pervo.
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SaphireNishi In reply to Gileum [2013-02-16 00:14:41 +0000 UTC]
ieeuw ieeuw ieeuw ieeuw.. please, stop talking..!!!
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Gileum In reply to SaphireNishi [2013-02-16 18:01:10 +0000 UTC]
okay. i can see you're over reacting. this is the last time i'll comment on anything. for good measure, i'll unwatch you. now you wont ever have to hear something dirty or gross (even if its just a joke) on the internet again. good luck.
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SaphireNishi In reply to Gileum [2013-02-16 18:28:48 +0000 UTC]
haha.. well that was just me teasing you now.. funny how teasing only is fun when you are doing it but not when someone is doing it to you, huh ?! gotta love double standards but its all good babes.. have a great life..
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Gileum In reply to SaphireNishi [2013-02-17 21:28:46 +0000 UTC]
Really? That was teasing? Sounds more like you're being a big baby. See ya.
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SaphireNishi In reply to Gileum [2013-02-17 21:34:34 +0000 UTC]
haha.. better a big cry baby then a creepy perv..
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hobojoe2013 In reply to ??? [2013-02-12 23:57:49 +0000 UTC]
Also her shoulders. forget to say that in the last comment. They should be the opposite of the hip movements
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SaphireNishi In reply to hobojoe2013 [2013-02-13 19:02:03 +0000 UTC]
i think it already does that.. just not enough..
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hobojoe2013 In reply to SaphireNishi [2013-02-13 23:27:06 +0000 UTC]
Yeah agreed just not enough
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hobojoe2013 In reply to ??? [2013-02-12 23:56:29 +0000 UTC]
Getting a lot better. Maybe a little "sway" of her torso to match the momentum of her arm swings?
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SaphireNishi In reply to hobojoe2013 [2013-02-13 19:01:42 +0000 UTC]
yeah movement of the arms is still a mystery.. ill be working on that from now on too..
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Nanoshi In reply to ??? [2013-02-12 23:50:00 +0000 UTC]
I think you need to add some 'bounce' to her walk... she is very flat footed and when you walk you place heel then toe the lift up to change to next leg which adds a bounce to the step... hope that makes sense...but I think it will take some of the woodenness out of it...
but it is coming along nicely and it is a really steep learning curve so well done ^^
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SaphireNishi In reply to Nanoshi [2013-02-13 19:00:55 +0000 UTC]
actually it does.. and its what im trying to achieve too.. the problem is getting it to work on the body.. thanks for the comment..
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Nanoshi In reply to SaphireNishi [2013-02-13 22:36:56 +0000 UTC]
yeah it's funny how something we take for granted is so complex once you begin to analyse and replicate it in 3D modelling... and it's surprising how much of the body moves when walking... people assume just the legs but it's basically every part of the body...
You'll get there though every attempt is a hundred times better than the last so only a matter of persevering ^^
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SaphireNishi In reply to Nanoshi [2013-02-13 22:41:29 +0000 UTC]
haha.. well we have about 200 different bones in our body.. and in a walk cycle we pretty much move every single one of them.. so yeah, not an easy task to simulate that
its all about practice tho.. the more you do it the more you understand how things work and how they work together..
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Dweer In reply to ??? [2013-02-12 23:44:23 +0000 UTC]
looks much better/smooth from the side view.
Looks best from the back though
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thewhiteboardist In reply to ??? [2013-02-12 23:40:54 +0000 UTC]
Wooooo! I think you just about got the key elements down!
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SaphireNishi In reply to thewhiteboardist [2013-02-13 18:59:44 +0000 UTC]
haha.. slowly but surely we are getting somewhere now
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Feugan-666 In reply to ??? [2013-02-12 23:38:06 +0000 UTC]
This is a real improvement. See, you are getting there The huge problem with a walk cycle or running cycle or what have you is that the entire body is at motion. It will take time to get there but you are coming along in strides! Well done
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Midnight-Vanguard In reply to ??? [2013-02-12 23:34:18 +0000 UTC]
You are getting there, Iw ill say her flow seems a bit odd... not sure if it's the timing, or her movement. But You are getting better at this...
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SaphireNishi In reply to Midnight-Vanguard [2013-02-13 18:57:36 +0000 UTC]
hehe.. thanks a lot, babes..!!!
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SilverFox1968 In reply to ??? [2013-02-12 23:27:11 +0000 UTC]
I've loved every walking attempt you've made. I don't know if this is obvious or not.... but your feet are landing one right in front of the other. In reality they are not quite lined up one in front of the other. Not sure if off setting foot landing is possible in your walks.
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SaphireNishi In reply to SilverFox1968 [2013-02-13 18:57:16 +0000 UTC]
well placement of the feet is all optional.. i can put them anywhere i want.. but in catwalks normally the feet are in a straight line.. its pretty common in catwalks actually..
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SilverFox1968 In reply to SaphireNishi [2013-02-15 03:55:16 +0000 UTC]
I'll agree with that... Models do exaggerate the one foot in front of the other. Still love to follow your work. )
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Blasian89 In reply to ??? [2013-02-12 23:22:22 +0000 UTC]
This is a great start, her leg and hip movements are perfect. I just have a couple little things for you to consider:
-Will she be wearing high heels? If not, she should be landing on the back of her heels first, then roll into her toes.
-Reduce the amount of forward swaying on her hands. Her hands should be moving relatively parallel to the ground, not swaying forward and around to the front of her stomach.
-Her shoulders are too stiff, when her arm pulls back, so should that shoulder (slightly), while the other shoulder pulls forward slightly.
-Her head should also be slightly bobbing up and down(I think you might be doing this so forgive me, my monitor is rather small). Generally as you're moving, when your legs are furthest apart, your body (and head) should be lower. When your legs are coming together to cross, you should be higher (ever so slightly). Also, the head doesn't move at the same as the body, it's usually slightly delayed behind it.
Again this is a great start, can't wait to see you polish it up!
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