Xtaz Posted January 24, 2010 Posted January 24, 2010 LOL !!!! nice one .... LOL ........................................................... I animated a fast cycle here using SAM to demonstrate some important aspects.. - Watch the position of the leg when the foot touches the ground, it is straight forward - Time with the foot on the ground - Balance ( Y axis ) of the waist... it rises with the impulse of the foot .... if I'm being annoying let me know please run.mov slow_notes.mov Quote
steve392 Posted January 24, 2010 Author Posted January 24, 2010 A nnoying ,hell no I appreciate you taking the time to help me ,I need it.Going to study these now thank's Oh thats good I have had problems on how to bend the back but I can see it now very well and the legs striaght and bent positions Quote
steve392 Posted January 24, 2010 Author Posted January 24, 2010 Is this any better or did I mess it up .I can't seem to get it as smooth as you can I think its to many keys in the channel's,but I think it looks more real now run_5.mov Quote
ruscular Posted January 24, 2010 Posted January 24, 2010 I love the black girl booty walk! Is that a tribute for the our south American friend? I think Brazilian girls are notorious for the booty walk! I love that street dancing they do in the city, with the Mardi Gras celebration? I don't know what they call it but seen video of them moving their booty extremely fast, like Flamenco? I wish I understood Spanish, but looks like they have stiff competition for that sort of thing. The breast jiggle is very easy! Use to be very hard, not anymore! The reason Breast bone 1 is angle downward is to consider the angle of hang, so when she bounce, the breast will go upward and outward, not just upward. I see so many breast bounce animation lose volume when the bone are straight horizontally. also why the bone are all the way to the spine instead of just at the breast, so you don't lose volumes of the breast during a bounce. BTW This is how I won this client, as she was looking for the most realistic bounce among animator. The HASH AM won again! The hard part is assigning the cps to evenly go from bone 2 to Bone1 to spine bone. Quote
ruscular Posted January 24, 2010 Posted January 24, 2010 Okay, looks much better! The hands swinging upward across the chest timing is just about 1-2 frame behind. I would just grab the key frame of the hands and arm and slide it ahead by 1-2 frame. and should be almost perfect! Quote
steve392 Posted January 24, 2010 Author Posted January 24, 2010 Thank's a lot ,that breast setup looks real good I will have to give that a go,and the hands will move as you say ,I feel Im being spoilt here Thank's again Quote
Xtaz Posted January 25, 2010 Posted January 25, 2010 Steve... the thigh should run like a pendulum on this occasion. it must always be moving.. In the mov #5 in the frames 5/6/7/8/9/10 the right thigh and in frames 18/19/20/21/22/23 the left thigh are almost stopped.... theoretically you should use 3 keys for each thigh ( frames 0/12/24 ) Ideally, in a test like this, is to animate the run moving the character forward, planting her feet in the ground on each step and not sliding them ( like I did with strawbear ). This way you can get a more realistic movements, especially in the X axis. Quote
steve392 Posted January 25, 2010 Author Posted January 25, 2010 Xtaz I will make a new one and try to do it on the move as I can't seem to get that smooth action on the thigh,I did notice it wasn't moving as it should but couldn't find a way to make it bettter. Maybe Iv changed this action so much I need to restart one I think my problem is Ive been trying to get overlap ,like on frame 24 set arm ,leg to allmost full extent but make frame 1/2 the full extent so that it overlaps on the cycle ,but its not working as expected .So I will forget the overlap with the new one.Thank's a lot will get back soon as I have it done Ruscular that setup work's very well ,thank's a lot Quote
Hash Fellow robcat2075 Posted January 25, 2010 Hash Fellow Posted January 25, 2010 Look at the path the foot is tracing. run_5notes.mov Her path is like a crescent with the highest points at the front and back. But that can't be. Big masses can not make sudden sharp corners like that. Look at the Muybridge run again. His path is like a loop with the front end squashed. The highest point isn't the front or back. After that foot reaches it's peak it is swooping down to make a landing and drops vertically just at the last moment. Quote
steve392 Posted January 25, 2010 Author Posted January 25, 2010 Yea took another look and it is completey differant ,I can't save that file to my hd for some reason.I would like to referance it as I work ,any way you know of Robert Quote
Hash Fellow robcat2075 Posted January 25, 2010 Hash Fellow Posted January 25, 2010 Yea took another look and it is completey differant ,I can't save that file to my hd for some reason.I would like to referance it as I work ,any way you know of Robert right-click>save-as? Quote
Hash Fellow robcat2075 Posted January 25, 2010 Hash Fellow Posted January 25, 2010 how about this muybridgeRunNotes.zip Quote
steve392 Posted January 25, 2010 Author Posted January 25, 2010 Thats blinding ,nice one thank's Robert Quote
steve392 Posted January 26, 2010 Author Posted January 26, 2010 muyb_run_cho.movI got this so far ,I used the same framerate ,1-11 so ist a bit quick but it doese work better,not sure how to make the same over 24 frames though edited I think this is a better one muyb_run.mov Quote
steve392 Posted January 26, 2010 Author Posted January 26, 2010 Sorry wrong one ,can't deleat it muyb_run_cho_2.mov Quote
Hash Fellow robcat2075 Posted January 26, 2010 Hash Fellow Posted January 26, 2010 That's much improved. You can grab all your keyframes in the PWS and stretch them out over 24 or any number of frames you want. Quote
steve392 Posted January 26, 2010 Author Posted January 26, 2010 Thank's a lot for all your help guys ,phew theres a lot to think about when doing something that looks simple as a run or a walk.Makes me appreciate others work more Quote
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