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Pictogram walk

Posted: Tue Aug 24, 2010 7:54 pm
by slowtiger
http://www.slowtiger.de/examples/pictoman1a.mov

I have to do some animation in a very simplified style, yet with some expressive movements. I did this character first in TVPaint, then used it as a blueprint for doing the same in AS. The rig is quite simple, 5 shapes in one layer. First bone movement, then point movement. I had to tweak each and every frame for the desired effect, so I think I do the whole thing in TVPaint because I'm much faster then - the project is not big enough that complex rigging pays.

Posted: Tue Aug 24, 2010 11:40 pm
by funksmaname
nice work Tiger ;)
The top half is a little juddery for my tastes (but i understand its the style you're going for), the legs are hypnotic and nicely done - like fingers walking :)

Posted: Fri Aug 27, 2010 3:34 am
by Peteroid
very nice! I'm starting to realize how hard walking is to animate, especially getting the rest of the body to be natural with it :)

Posted: Fri Aug 27, 2010 3:38 pm
by tonym
Excellent.

Posted: Fri Aug 27, 2010 3:40 pm
by Tagirijus
I like it, too. Unfortunately I cannot give any improvements advice. ;)

Posted: Fri Aug 27, 2010 3:47 pm
by Genete
I would just add a bit of up/down movement for the torso in the passing frames.
-G

Posted: Fri Aug 27, 2010 4:03 pm
by ulrik
Nice work, I would call it a fast sneaking walk, it's funny!

:D

Posted: Fri Aug 27, 2010 5:45 pm
by slowtiger
Thx for all the kind words.

This could serve as an example for a type of animation which is so hard to do in AS that it doesn't pay. Building a good rig for this would take days, and this is only worth the time if the character appears in a series.

Posted: Sat Aug 28, 2010 1:27 am
by patricia3d
Its a nice fast walk. Looking natural.

Posted: Fri Sep 03, 2010 8:35 pm
by DarthFurby
I might've had more secondary action on the head, but I like the motion on the legs. And I feel the same about short clips, there's usually a lot of time invested in building the assets up front so I prefer using AS for longer projects. But I'm heavily point motion oriented, and don't rely much on bones.