jamagica Posted June 30, 2005 Share Posted June 30, 2005 Alright...I'm practicing some more on animation..here's my second pass at a jump (my first just stunk)...right now I realize I must show him hunching down more getting ready for the jump bot_jump_pass2.mov Quote Link to comment Share on other sites More sharing options...
bentothemax Posted June 30, 2005 Share Posted June 30, 2005 looks good a few things i notice 1 his leg intersects with his foot i think (just barely) 2 It might more belivable if he bent forware while leaning back preparing to jump Nice though Ben Quote Link to comment Share on other sites More sharing options...
jamagica Posted June 30, 2005 Author Share Posted June 30, 2005 I can't see the leg intersecting the foot anymore (I made a third pass).. Differences in this pass than last: *Bounce at end of landing *Doesn't lean back as far *Better sight of anticipation bot_jump_pass3.mov Quote Link to comment Share on other sites More sharing options...
jamagica Posted June 30, 2005 Author Share Posted June 30, 2005 Alright...I added a little "bend forward" pose before jumping to show more power thrown into the jump bot_jump_pass4.mov Quote Link to comment Share on other sites More sharing options...
oakchas Posted June 30, 2005 Share Posted June 30, 2005 I like this last one... with a variable light projected through fog (I can't remember what you call that) so the beam is visible... It would look even cooler! Chas light beam is slightly visible in first few frames... do I see motion blur in the same frames? maybe some (more?) motion blur in the initial launch, slowing (diminishing) as he reaches the peak of the arc.. blur re-appearing as he "springs" forwad as/after landing. I'm getting too picky... I still like him. Quote Link to comment Share on other sites More sharing options...
Mr. Jaqe Posted June 30, 2005 Share Posted June 30, 2005 small suggestion: let him land on his back foot, that might look a little better. Good work on the rest, though. Very nice! Quote Link to comment Share on other sites More sharing options...
bentothemax Posted June 30, 2005 Share Posted June 30, 2005 Very nice! Quote Link to comment Share on other sites More sharing options...
jamagica Posted June 30, 2005 Author Share Posted June 30, 2005 I like this last one... with a variable light projected through fog (I can't remember what you call that) so the beam is visible... It would look even cooler! Chas light beam is slightly visible in first few frames... do I see motion blur in the same frames? maybe some (more?) motion blur in the initial launch, slowing (diminishing) as he reaches the peak of the arc.. blur re-appearing as he "springs" forwad as/after landing. I'm getting too picky... I still like him. uh, this is a test for animation, not for an actual clip. I dont' care about lighting right now. and motion blur isn't used. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted July 1, 2005 Hash Fellow Share Posted July 1, 2005 V4 is quite improved over V2. A few things to make it even better: -The last pose with the feet still on the ground should be a straight leg pose. -a jumping character has to travel in an arc. (technically a parabola) Right now he's flying straight up to the apex then straight down to the landing. - you are correct that his vertical travel will decelerate on the way up and accelerate on the way down, however, his forward velocity can't decelerate and accelerate while he's on that ballistic path (unless he's somehow altering his path with some unseen rockets, which doesn't seem to be the case here.) His forward velocity will remain constant over a brief jump like this. You can actually fix both the arc and velocity issues in the curve editor without adding new keys. -as in the take off, the first frame where he contacts the ground for landing should be a straight leg pose. Have the back leg hit first, as Mr Jage suggests, then bend to allow the front one to hit (also straight). The timing of your landing follow thru is working well. -Are those middle legs really "arms"? Have them trail in the air as he's falling and you'll have an opportunity for even more follow thru action when he lands. Keep tuning this one. This would be a good shot for your "demo" reel when Oz starts looking for animators. Quote Link to comment Share on other sites More sharing options...
TurboGorilla Posted July 1, 2005 Share Posted July 1, 2005 This is really good! It really looks like it's alive and is really having to put some effort into jumping. Quote Link to comment Share on other sites More sharing options...
jamagica Posted July 1, 2005 Author Share Posted July 1, 2005 IV4 is quite improved over V2. A few things to make it even better: -The last pose with the feet still on the ground should be a straight leg pose. -a jumping character has to travel in an arc. (technically a parabola) Right now he's flying straight up to the apex then straight down to the landing. - you are correct that his vertical travel will decelerate on the way up and accelerate on the way down, however, his forward velocity can't decelerate and accelerate while he's on that ballistic path (unless he's somehow altering his path with some unseen rockets, which doesn't seem to be the case here.) His forward velocity will remain constant over a brief jump like this. You can actually fix both the arc and velocity issues in the curve editor without adding new keys. -as in the take off, the first frame where he contacts the ground for landing should be a straight leg pose. Have the back leg hit first, as Mr Jage suggests, then bend to allow the front one to hit (also straight). The timing of your landing follow thru is working well. -Are those middle legs really "arms"? Have them trail in the air as he's falling and you'll have an opportunity for even more follow thru action when he lands. Keep tuning this one. This would be a good shot for your "demo" reel when Oz starts looking for animators. Hmm... -in this pass I made the last pose back to the natural one -he is traveling in an arc -when did I ever say anything about deceleration in the air? -I fixed the contact point..it's tough to see, but I did -the middle legs aren't arms...they're other legs In this pass, I also added a bit of squash and stretch in the eyeball.. bot_jump_pass6.mov Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted July 1, 2005 Hash Fellow Share Posted July 1, 2005 -when did I ever say anything about deceleration in the air? an observation of your animation, not of your comments. Not yet an arc. Quote Link to comment Share on other sites More sharing options...
jamagica Posted July 1, 2005 Author Share Posted July 1, 2005 oooo! Thanks...how did you do that pic anyways? Quote Link to comment Share on other sites More sharing options...
jamagica Posted July 1, 2005 Author Share Posted July 1, 2005 Onion skin!! haha...that helped a lot..thanks for the tip about the graph editor..I forgot about that! I fixed the arc problem very much...here's a shot of the z axis arc in the graph before fixing: Quote Link to comment Share on other sites More sharing options...
jamagica Posted July 1, 2005 Author Share Posted July 1, 2005 after seconds of hard labor! Quote Link to comment Share on other sites More sharing options...
jamagica Posted July 1, 2005 Author Share Posted July 1, 2005 oh...maybe I should post up the animation bot_jump_pass7.mov Quote Link to comment Share on other sites More sharing options...
Fishman Posted July 1, 2005 Share Posted July 1, 2005 Now take a look at your horizontal movement axis (probably the x-axis). This should only need two key frames. The starting location and the landing location and should almost be linear. His horizontal velocity should be constant. If you look closely the robot, just before the landing, seems to stop moving from left to right. Your z-axiz should really require limited keys. On the z there should be one at take-off, one at the peak and one at the impact point. Points before take-off and after landing show follow through motion. You have about 4 or 5 keys in there. If you delete some of them leaving the one for your take off point, one for the peak and one for the landing, you can then use the bias of the peak point to control his vertical acceleration and deceleration. Looks good so far. Scott Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted July 1, 2005 Hash Fellow Share Posted July 1, 2005 It's getting closer, but if we frame thru it we see that he actually jumps backward, then reverses direction to fly forward and then reverses direction again to move backwards into the landing. Not possible in a free jump. A parabolic trajectory will never change direction like that. From the moment he leaves the ground until he contacts it, his forward progress has to be rock steady. That would be the progress of his center of gravity. We could debate about exactly where his is, but I'm judging it to be about at his hips. Quote Link to comment Share on other sites More sharing options...
jamagica Posted July 1, 2005 Author Share Posted July 1, 2005 EDIT: never mind Quote Link to comment Share on other sites More sharing options...
Fishman Posted July 1, 2005 Share Posted July 1, 2005 EDIT: Never mind my answer, too! I think you caught yourself while I was typing. Scott Quote Link to comment Share on other sites More sharing options...
NancyGormezano Posted July 1, 2005 Share Posted July 1, 2005 jamaqica - I think it looks terrific - plenty of character - wonderful bounce stuff - very appealing little guy (and as I said before - I don't like robots, but this forum is changing me fast) - I would be thrilled to do as well. Quote Link to comment Share on other sites More sharing options...
jamagica Posted July 1, 2005 Author Share Posted July 1, 2005 Thanks Nancy...I think I'm done w/ this one... Quote Link to comment Share on other sites More sharing options...
.:shortdog:. Posted July 3, 2005 Share Posted July 3, 2005 Great job! I always like to visit the wip section and see things develop. I'm not sure on the squash & stretch on the eyeball though, it looks a little cartoony. Although if you really want to go for that its fine, just an observation. I know you're done editing it but i just cant resist commenting. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted July 3, 2005 Hash Fellow Share Posted July 3, 2005 Don't stop now. Not when you've almost got it. Quote Link to comment Share on other sites More sharing options...
steve392 Posted July 3, 2005 Share Posted July 3, 2005 looks good ,I think he's alive now , now I see why you whent for the legs nice job Quote Link to comment Share on other sites More sharing options...
jamagica Posted July 3, 2005 Author Share Posted July 3, 2005 Don't stop now. Not when you've almost got it. Rob, I've decided to move on to some other excersises....if I've had 7 passes I think that's enough to pass as an animation. I tried to animate a hop and that's the reason for the lack of a very curved arc, although there is some shape. If I created a jump, the anticipation would come back and he would jump forward in a nice arc...you can see from the anticipation that it's clearly not to be a long jump...just a high hop Quote Link to comment Share on other sites More sharing options...
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