AuthorTopic: Walk cycle  (Read 3430 times)

Offline cosmickitty

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Walk cycle

on: April 22, 2014, 09:05:01 pm
Somethings not quite right on the walk cycle I'm working on, some feedback would be appreciated

Offline astraldata

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Re: Walk cycle

Reply #1 on: April 26, 2014, 06:00:16 pm
No offense intended -- she kinda looks like a teletubby.

I'd suggest animating flat colors and forms first before trying to introduce detailed shading to an animation. Adding shading to an animation with poor construction just screams for hours of work tweaking the shading, only later realizing that the construction or proportions were to blame, not the animation or shading itself.

I feel your major issues are exactly that -- the construction of the porportions (head to body ratio in this case), though in some frames the mass of the limbs does seem erratic (especially on the shin/leg areas) and the breasts seem immovable (and also they lack proper construction in terms of size-to-body ratio and where they're attached in relation to the shoulders, etc.)
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Offline cosmickitty

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Re: Walk cycle

Reply #2 on: April 26, 2014, 06:56:42 pm


Here's the current image, if you see any big issues with it please let me know, I did spend forever working on the shading, I'd prefer to make sure this one is right before I work on the front

Offline HarveyDentMustDie

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Re: Walk cycle

Reply #3 on: April 26, 2014, 07:35:33 pm
Where should I begin. :) When you post something like this you should also post additional information about character, purpose of this animation etc. so people can understand what are you trying to achieve.

First thing that catch my eye are her arms, they are jiggly like they are made out of rubber. Main reason for this is last frame in which elbow almost bends in opposite direction.

Shoulders are to stiff for this amount of arm movement.

She looks chubby, I don't know if this was your intention, but I would remove few pixels from her stomach.

Using of outline is inconsistent. I know that you are trying to create selective outline by changing its color, but unfortunately, at least for me, you didn't succeed (again maybe this is because it's unfinished :)). You should maybe try to remove outlines and work with colors only.

Due to shading, if you only look her feet, it looks like she is walking diagonally cause you can see her soles.

I don't know what emotion are you trying to achieve, but if you add gentle head bounce, it will add more happy feel to this animation.

Also her boobs retract by one pixel in last frame, I suppose that you didn't catch this glitch. :)

When you animate her hair, you should also move shading lines a bit (subpixel animation), cause if you animate just the ends it won't look natural.

I hope that this was helpful. :)

Offline cosmickitty

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Re: Walk cycle

Reply #4 on: April 26, 2014, 08:38:38 pm
Quote
Where should I begin. :) When you post something like this you should also post additional information about character, purpose of this animation etc. so people can understand what are you trying to achieve.

Guess that would be helpful, it is the character for an rpg I'm working on.  The client was happy with the animation as is and I've already sent it to him, but I feel like it still needs something more, this is a more advanced animation than I usually work with (a lot of 4ish frame simple animations) and I wanted to make it better.  I originally designed it as the female template, but he decided he wanted a gender neutral for the body and to only differentiate gender by clothing.  Its intended to be skinned fairly easily which is why there isn't much animation in the actual torso.

Quote
First thing that catch my eye are her arms, they are jiggly like they are made out of rubber. Main reason for this is last frame in which elbow almost bends in opposite direction.

I think I isolated the frame and worked some more on the shading here's the new animation (also has a more gender neutral torso).  I gave a little more shoulder movement but I still wanted it to be fairly easy to skin.



Quote
She looks chubby, I don't know if this was your intention, but I would remove few pixels from her stomach.

She/he's for an rpg that will have multiple outfits so I try to go a little chunky with them so there's more room for clothing, also it seems more realistic to have a thicker warrior than a barbie doll one to me.

Quote
I don't know what emotion are you trying to achieve, but if you add gentle head bounce, it will add more happy feel to this animation.

I did have more of a bounce, but I think it was too much for this animation

Quote
Using of outline is inconsistent. I know that you are trying to create selective outline by changing its color, but unfortunately, at least for me, you didn't succeed (again maybe this is because it's unfinished :)). You should maybe try to remove outlines and work with colors only.

Due to shading, if you only look her feet, it looks like she is walking diagonally cause you can see her soles.

I actually did start off color blocking it


but I think I edited quite a bit after I shaded it.  I did some edits to the shading, hopefully it looks a little better.  For the feet I assume you mean the frames where the feet kick back?  If so it wasn't intended as the sole of the foot, but the side, but it does kinda look that way and I'm not sure how to fix it

If it helps here's the animation in sheet form: