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Author   Topic : "Character-3Danimation.AVI.725K"
kimzoll
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Joined: 27 Nov 2000
Posts: 184
Location: copenhagen , denmark

PostPosted: Mon Feb 26, 2001 3:13 am     Reply with quote
its a big file, plmk if its too big.
Ive foucused on getting some weight into the animation, which many 3danimation lacks today.
Kim

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Nex
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Joined: 25 Mar 2000
Posts: 2086
Location: Austria

PostPosted: Mon Feb 26, 2001 3:44 am     Reply with quote
you cannot post an avi inline.
you have to make a link to a download page or something.

like that: http://www.geocities.com/kim_zoll/megajump320x240.avi

[edit]yay.. typo[/edit]



[This message has been edited by Nex (edited February 26, 2001).]
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ambient-whisper
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Joined: 07 Jan 2001
Posts: 207
Location: through the door, take a left, down the stairs, and youll find me.

PostPosted: Mon Feb 26, 2001 4:37 am     Reply with quote
you have too many keyframes in there...when he lands, notice how his leg shakes..
try to smoothen it.

------------------
-M-K-
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ReSistanZ
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Joined: 18 Dec 2000
Posts: 207
Location: Hoorn NH, The Netherlands

PostPosted: Mon Feb 26, 2001 4:38 am     Reply with quote
Very nice! A bit short, though.
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BooMSticK
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Joined: 13 Jan 2000
Posts: 927
Location: Copenhagen, Denmark

PostPosted: Mon Feb 26, 2001 5:56 am     Reply with quote
A bit hard too see whats really going on, bacause of the perspective... Some things I do see though.

You said you wanted to add weight to the char, but quite frankly I think you missed that. The speed is too even in this animation. Try adding more time when he hangs in the air. Remember the old bouncing-ball animation test you probably did in Viborg? This is the exact same thing here...

The animationposes are too symetric. I bet if you would do a megajump you would not do a jump setting off with both legs at the same time, but rather use one leg as the major force for the jump. Arms are too symetrical. Both in start and landing.

The recovery time should be longer. You would expect quite some recovery time from a impact like that. Use the arms to take off the impact.

Also if the character is supposed to be snaking after the jump, there is is no need to make him raise before going into sneak-mode. And if that is supposed to be a reaction instead of a raise, then it's poorly done.

The knees shakin' in the end is probably some ik-setup thing. Still using the old system setup or have you made one yourself? Using Max4 maybe? Some nice IK in the new release Anyway you should finetune the settings to get rid of that jitter...

Hope this helps a bit.
,Boomer


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