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Short action animation WIP progress 2
show user profile  ravihara
hi guys, its me again with the second try out that i tried to fix the points you guys mentioned me in my first part (http://www.maxforums.org/threads/small_sequence_of_animation_wip/0001.aspx
)

I tried fixing the animation in two approaches and please do tell me what approach is good.

approach/style 1 : http://www.youtube.com/watch?v=xmD56pbvod4&feature=youtu.be&hd=1

approach/style 2 : http://www.youtube.com/watch?v=O49oCQK8OWM&feature=youtu.be&hd=1

please leave what you think is good. and why. thanks a lot for spending your valuable time.



read 688 times
7/14/2012 1:51:53 PM (last edit: 7/15/2012 6:39:48 AM)
show user profile  stevey2shoes
The first one looks a lot more weighed down, at the start, which I think was the main cause for concern earlier.
I prefer the second one for some reason. not sure why, Either way, I wouldn't know how to improve from here, but I'm no expert.
Steve
read 656 times
7/14/2012 6:12:26 PM (last edit: 7/14/2012 6:12:26 PM)
show user profile  herfst1
Agreed. The opening 3 seconds of the first one are fine, then the run sort of reverts back to your original with some awkwardness. I really don't like the shield being pulled backwards at 0.04, just looks unnatural. And the final run is floppy like the original.

You should nail down a run cycle like the opening 1 second and save it out as a fbx (I think, I've never saved a run or walk cycle). Then you can add extra tweaks to the arms, head, feet by adding a "local" animation layer. I think if you are careful you can also save out the 2 attack animations and the final jump animation as fbx's as well then load them up as absolute layers which you can turn on and off (I think that's the theory behind game animations, again, I've never done this, just read it in a magazine).

ELSE

What I have done in the past is nail down the opening 2 steps as well as I can, count how many frames they cover and copy them across the whole timeline. Then you have to move the pelvis and footplatforms forwards across the whole animation to make him run forwards. This is very tiring and tedious, and is easy to screw up, hence the previous suggestion.
read 646 times
7/14/2012 6:48:39 PM (last edit: 7/14/2012 6:48:39 PM)
show user profile  GirishDJoshi
I like both of them..specially the point when he attacks and lightning kind of a thing happens.

Only the swaying of the hands looks very robotic.


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read 632 times
7/14/2012 7:51:22 PM (last edit: 7/14/2012 7:51:22 PM)
show user profile  harmonic01
Hey Rivahara,

The animation is looking good already and you definitely have a very good eye for animation and timing. I think you're missing some of the animation principles, though. (which is fine, every decent animator had to learn them at some point). Once you do learn them well, I have no doubt you'll be doing some amazing stuff. I strongly encourage you to check out the free ramp up tutorials here. http://www.jrawebinar.com/index.php/resources/ramp-up-tutorials.html


About your animation. It would be a lot of help to shoot video reference of yourself or a friend running fast like that with a shield and a sword. (Maybe 300 has some shots like that too, I don't remember). Without seeing reference, I think the torso should sway left and right even less during the run and I'd keep the shield close to the body the entire time and only have overlap up and down in reaction to the up and down of the run. Maybe slightly forward back and sided to side, but very small. Shields are heavy and heavy objects don't change direction quickly, so keep it minimal.

About the run, I can't quite tell but it seems like the forward axis speeds up and slows down at times? I'm not sure, because of the angle. But generally in a run or a walk, keep horizontal/forward speed constant (pretty linear curve). Just like in a bouncing ball, which wouldn't really slow down horizontally until the ball starts rolling on the ground and getting that friction on every frame.

The jumps are a little floaty because of the way he takes off and lands. There needs a to be a bit more force/push in to the take off and slightly more hang time at the top. If you use trajectory on the COG, the curve of the jump should look like an arc. Every jump is basically a bouncing ball. So track the COG and makes sure it's a nice arc with correct spacing. Arcs/Trajectories and spacing is probably one of the most important parts of polishing pass on animation. (check out Timing & Spacing videos in the link above to see what this spacing is all about) 3dsmax's Trajectory tool is really awesome for checking arcs and spacing quickly.

Basically during the polishing phase, you should track all the limbs and ends to check arcs and spacing to make sure everything flows nicely and there aren't any unwanted pops.

Good luck, and like I said really do learn the principles if you're serious about animation or just want to improve. You've got a great eye for it and I think there's a lot of potential in you as an animator.
read 624 times
7/14/2012 10:37:26 PM (last edit: 7/14/2012 10:41:39 PM)
show user profile  ravihara
thanks every one of you for the awesome tips and pointing out my weak points. this is my first serious attempt on character animation. I'm not that much in to animation, and i'm interested in being a generalist. but as a generalist, i like to go on each path as far as I can. thanks a lot every one for the awesome support and links. and Peter Starostin, sir, thanks a lot for the awesome guidance. i will be following these links and polish my skills. you guys are awesome!


read 602 times
7/15/2012 9:12:52 AM (last edit: 7/15/2012 9:12:52 AM)
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