At the bottom is from the movie Hotel Transylvania. Dracula's walk in this scene was so exaggerated it looks like its going to break his leg or going to fall face first. But its a great reference because it shows you how much rules you can break with animation.
This week we started with Ball and Legs it was already pre-rig. Before I animated it to walk i first looked at The Animation Survival Kit because it showed you the basic step by step on walk cycles. I was looking at this 5 drawing of key poses and i figured that i copied each poses and and figure out the timing i should be fine since i can just fix it on graph sheet it should be fine. So i did and it worked but then you start playing around with hip rotation and the height and i found out that if is you are gonna have it walking on 24 fps so 12 fps per step the first frame has to be the same as the last frame so when you play it back you just have a continues walk. Here is a little diagram i did to keep reminding my self on what to do when doing a walk cycle. I didn't mention the when starting with walk cycle you always start with the contact point it doesn't matter which leg also the arrow under the rig red and blue you don't rotate it when your trying to rotate the foot in the channel box there are section which you add the numbers on how much you want to move or bend the foot. Below is the final result of my first walk cycle. References Secondary Primary Above are reference of different walk my secondary i made my little brother do different walks so i get the idea of the pose,timing and spacing.
At the bottom is from the movie Hotel Transylvania. Dracula's walk in this scene was so exaggerated it looks like its going to break his leg or going to fall face first. But its a great reference because it shows you how much rules you can break with animation.
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2/10/2024 06:36:51 am
"Rigging animation involves creating a skeletal structure for characters or objects in 3D animation, enabling movement and deformation. It requires defining bones, joints, and controls to manipulate the model effectively. Rigging artists utilize software like Maya or Blender to construct these rigs, ensuring flexibility and realism in animation. Key aspects include weight painting, which assigns influence to specific bones, and IK (Inverse Kinematics) systems for natural movement. Rigging is crucial for character animation, facilitating lifelike motion and expression in digital storytelling and gaming."
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