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Topic : "Character-3Danimation.AVI.725K" |
kimzoll member
Member # Joined: 27 Nov 2000 Posts: 184 Location: copenhagen , denmark
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Posted: Mon Feb 26, 2001 3:13 am |
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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 member
Member # Joined: 25 Mar 2000 Posts: 2086 Location: Austria
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Posted: Mon Feb 26, 2001 3:44 am |
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 |
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 member
Member # Joined: 07 Jan 2001 Posts: 207 Location: through the door, take a left, down the stairs, and youll find me.
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Posted: Mon Feb 26, 2001 4:37 am |
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you have too many keyframes in there...when he lands, notice how his leg shakes..
try to smoothen it.
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-M-K- |
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ReSistanZ member
Member # Joined: 18 Dec 2000 Posts: 207 Location: Hoorn NH, The Netherlands
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Posted: Mon Feb 26, 2001 4:38 am |
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 |
Very nice! A bit short, though. |
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BooMSticK member
Member # Joined: 13 Jan 2000 Posts: 927 Location: Copenhagen, Denmark
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Posted: Mon Feb 26, 2001 5:56 am |
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 |
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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