animation test

Community Forums/Graphic Chat/animation test

Ruz(Posted 2010) [#1]
been doing some more anim practice




jhocking(Posted 2010) [#2]
oops that belt buckle isn't right

looks great otherwise


GaryV(Posted 2010) [#3]
oops that belt buckle isn't right
The way that guy looks, I wouldn't have the balls to tell him ;)


Matty(Posted 2010) [#4]
Love it.


Ruz(Posted 2010) [#5]
its just the skin weighting. haven't quite finished it yet, so the belt is distorting a bit


Matty(Posted 2010) [#6]
Hey it's Bruce Willis....didn't see that animation first time around.


slenkar(Posted 2010) [#7]
good chars,


SLotman(Posted 2010) [#8]
Also take a look at Bruce's sleeve - it's jumping up and down on his right arm.

Other than that... amazing! You did the models yourself?


Kryzon(Posted 2010) [#9]
What I see is that their feet point unnaturally upwards when at the contact keyframe (for either leg) - especially the Willis character.

Also, both their heads kinda bob around a bit, when at their right leg's contact keyframe. I don't think people do that when walking.


Hotshot2005(Posted 2010) [#10]
wow Amazing :)

Which modeling software do you used?


Ruz(Posted 2010) [#11]
Thanks for the feedback. yeah a few things to put right. for the head perhaps I should just use IK to pin the head in place but with a small weighting rather than keyframing it.
I am not a proper animator anyway so I am pleased to have got this far. The point was really to show off my model and textures in realtime and moving


Steve Elliott(Posted 2010) [#12]
Wow. Some niggles as pointed out above, but that is impressive.

Maybe you should leave Bruce's limp in. He usually is limping in his films anyway, after being involved in some action scenes. ;-)


big10p(Posted 2010) [#13]
Impressive as ever, Ruz.


Flemmonk(Posted 2010) [#14]
Also, both their heads kinda bob around a bit, when at their right leg's contact keyframe. I don't think people do that when walking.

This is actually common, you end up learning about this in animation.


*(Posted 2010) [#15]
excellent stuff :)


Ruz(Posted 2010) [#16]
cheers guys. one more for you perusal. I think this one is one of my better ones.
Figured out how to make the gun stay still. you just do a linear curve for the key frames.



ShadowTurtle(Posted 2010) [#17]
best. bruce. ever.


Kryzon(Posted 2010) [#18]
This is actually common, you end up learning about this in animation.

I don't believe that is common, unless he is purposely trying to convey a limping of some sort.



Following the principles of balance, humans tend to naturally walk with a head following a symmetrical motion:


(he fixed that in the last gif, as far as I can see)


zambani(Posted 2010) [#19]
Nice work. Do you have other characters?


SLotman(Posted 2010) [#20]
Really nice now! How many polys on each model?


Ruz(Posted 2010) [#21]
security guard is around 5,500 tris
bruce is around 10,000
zambani - my folio is in my sig


Ruz(Posted 2010) [#22]



Ruz(Posted 2010) [#23]

model by mr rockstar. texture by me


DareDevil(Posted 2010) [#24]
HI all!

your graphics is very good!!
you can create a character for my game?

bye


slenkar(Posted 2010) [#25]
wet tshirt competition


Ruz(Posted 2010) [#26]



GaryV(Posted 2010) [#27]
Eunuch?


Ruz(Posted 2010) [#28]
well cock and balls are always distracting:)


just in case anyone is interested, these are all real time
shaders.
the hair is using shader fx shader and the clothes/bodies
is using xoliuls real time viewport shader for 3dsmax


caff_(Posted 2010) [#29]
Awesome. Yippekayay.


Ruz(Posted 2010) [#30]
caff you missed the end bit off:)

this one is a little different




dogzer(Posted 2010) [#31]
delicious walkcycles!


_33(Posted 2010) [#32]
LOL @ last walk cycle


*(Posted 2010) [#33]
why is the last one goose-stepping ?


Dabhand(Posted 2010) [#34]

why is the last one goose-stepping ?



He might be chaffing! :D

Seriously, that animation would look okay on a zombie of sorts me thinks!

Dabz


GfK(Posted 2010) [#35]
I walk like that when I've recently had cramp.


slenkar(Posted 2010) [#36]
the animation is great but a little constructive crit...

the woman walks like a man, in post #23 could you 'feminize' her walk cycle?


Ginger Tea(Posted 2010) [#37]
well looking back at the woman i more feminine walk might be off
which reminds me of
vasquess have you ever been mistaken for a man?
no. have you?


Kryzon(Posted 2010) [#38]
Nice anatomy modelling. How did you study anatomy? did you draw a lot?

I walk like that when I've recently had cramp.
Hahahaha


Ruz(Posted 2010) [#39]
cheers for the comments.

Kryzon, i did study life drawing as a did a degree in scientific illustration. Previous to that I did a HND in wild life illustration so I do have a drawing background.
I don't really draw these days, i just use a lot of reference and then make bits up:)

The woman is meant to be tough, so i don't think she needs to be that sexy in terms of her walk.


Robert Cummings(Posted 2010) [#40]
Hey Ruz, a couple of things that jump out at me:

Some of the run cycles have the arms too far back (might be perspective though).

And women don't walk like that (they can't walk like that) as their hips have to sway to make room. Women's hips naturally sway a bit... arf.

Other than this, quite outstanding! Absolutely love it. I hear you are on unity these days? I'm still doing iPhone games, but for myself these days instead of contract stuff.

How are you finding Unity? I was put off by the price mostly.


Ruz(Posted 2010) [#41]
yeah I agree with a lot of the comments made, just have to get the time to fix up stuff. I tend to do a little animation every month when i have time.

Rob, unity is really nice, been working on some stuff with adam gore
latest update


unity is quite dear but would buy it if I was making game to sell as it would probably pay for itself quite quickly. I don't really need the shadows stuff for this project so will stick with the free version for now


slenkar(Posted 2010) [#42]
nice gfx son,