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Run test

Posted: Tue Feb 20, 2007 8:04 pm
by blacksunproject
Here is one of my first attempts at animating with Anime Studio.

http://img.photobucket.com/albums/v666/ ... i/Run2.swf

Any feedback is welcomed.

Thanks,

Gustavo

Posted: Tue Feb 20, 2007 10:20 pm
by Genete
The overal running cycle is good enough, but to get it better I can give you some classical hints:

1) Try to move up and dwon the whole body itself on each step. If not it seems that the man is hanged up and only moving limbs. The gravity force mut move him down and his impulse should move him up.
2) Try to finish your running cycle at exactly the same bones angles and positions as the 1st frame as it is cycled. For example if animation is from frame 10 to 19 the position in frame 19 should be exactly as frame 9 (one less than the begining of the cycle). If not there is a little jump between the begining and he end of the loop.
39 Try to divide the leg into two separate shapes. It will help to avoid the bad bending of the curve of the points of the leg. Search the forum about joints and you will find a lot of this stuff. Also some tutorials from myles (a forum moderator) would help.

The movement of the torso and the head for the right runner is very good.
Keep animating!!

Posted: Wed Feb 21, 2007 12:07 am
by Víctor Paredes
hi gustavo. are you spanish speaker?
Genete wrote:1) Try to move up and down the whole body itself on each step. If not it seems that the man is hanged up and only moving limbs. The gravity force mut move him down and his impulse should move him up.
maybe this way to construct a character could help:
Image
you can see there is a bone which is the parent of legs and body. when you want to move or turn all the body you can use this new bone. it is useful too to make walk cycles and all which could use lock bones.
________

bueno, ahora en español (que mi inglés es pésimo), si es que sirviese. la mejor forma de armar un esqueleto es dejar ese hueso de la derecha, que será una especie de papá del resto. fíjate en la jerarquía. supongo que en tu personaje, las piernas dependían del hueso del estómago, así que si quisieras girar o mover el estómago (por ejemplo, para agacharlo), las piernas también lo harían. animar se hace difícil así.
ojalá te sirva esta forma de organizar los huesos. a mí realmente me hubiese gustado que alguien me lo hubiera dicho antes de que se me ocurriera. em, eso, ojalá hables español.

Posted: Wed Feb 21, 2007 2:38 am
by blacksunproject
Genete wrote:The overal running cycle is good enough, but to get it better I can give you some classical hints:

1) Try to move up and dwon the whole body itself on each step. If not it seems that the man is hanged up and only moving limbs. The gravity force mut move him down and his impulse should move him up.
2) Try to finish your running cycle at exactly the same bones angles and positions as the 1st frame as it is cycled. For example if animation is from frame 10 to 19 the position in frame 19 should be exactly as frame 9 (one less than the begining of the cycle). If not there is a little jump between the begining and he end of the loop.
39 Try to divide the leg into two separate shapes. It will help to avoid the bad bending of the curve of the points of the leg. Search the forum about joints and you will find a lot of this stuff. Also some tutorials from myles (a forum moderator) would help.

The movement of the torso and the head for the right runner is very good.
Keep animating!!
Great critique,
I'll keep working on it.
Thanks

Gustavo

Posted: Wed Feb 21, 2007 2:40 am
by blacksunproject
selgin wrote:hi gustavo. are you spanish speaker?
Genete wrote:1) Try to move up and down the whole body itself on each step. If not it seems that the man is hanged up and only moving limbs. The gravity force mut move him down and his impulse should move him up.
maybe this way to construct a character could help:
Image
you can see there is a bone which is the parent of legs and body. when you want to move or turn all the body you can use this new bone. it is useful too to make walk cycles and all which could use lock bones.
________

bueno, ahora en español (que mi inglés es pésimo), si es que sirviese. la mejor forma de armar un esqueleto es dejar ese hueso de la derecha, que será una especie de papá del resto. fíjate en la jerarquía. supongo que en tu personaje, las piernas dependían del hueso del estómago, así que si quisieras girar o mover el estómago (por ejemplo, para agacharlo), las piernas también lo harían. animar se hace difícil así.
ojalá te sirva esta forma de organizar los huesos. a mí realmente me hubiese gustado que alguien me lo hubiera dicho antes de que se me ocurriera. em, eso, ojalá hables español.
Thank you for the great advise.
I do speak Spanish, my English is better.
I can also read Spanish, but my writing is poor.

Gustavo

Posted: Wed Feb 21, 2007 3:38 am
by Draw_Girl
A bit slow,but nice! :D

Posted: Wed Feb 21, 2007 5:42 pm
by blacksunproject
Draw_Girl wrote:A bit slow,but nice! :D
Thanks, I'll keep working on my timing.
Gustavo

Posted: Wed Feb 21, 2007 6:54 pm
by Touched
Speaking of timing, if you have keyframes scattered across multiple nested layers, and you find it difficult to adjust them all, there's a very useful Crashcore script to shift keyframes left or right on the timeline no matter how deeply they're nested.
http://www.lostmarble.com/forum/viewtopic.php?t=2448