Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / Mirror's Edge inspired biped animation

Author
Message
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 21st Aug 2011 08:23
we live on the edge, between the blocks and the renders, the Biped's Edge.



I'd LOVE some critique on this!

imageflock.com/img/1303928322.png[/img]
skype = isaacpreston. I want to talk to YOU
Fuzz
18
Years of Service
User Offline
Joined: 14th Nov 2006
Location: Tasmania, Australia
Posted: 21st Aug 2011 10:13
Woah! These are epic, man! I honestly don't think there is anything bad about these. Now all you have to do is put them in your FPSC game


Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 21st Aug 2011 17:43
maybe if FPSC had more parkour features, I'd do it.

imageflock.com/img/1303928322.png[/img]
skype = isaacpreston. I want to talk to YOU
Travis Gatlin
15
Years of Service
User Offline
Joined: 14th May 2009
Location: Oxford, Alabama
Posted: 21st Aug 2011 20:17
That's pretty cool, Wish i could animate like you could, do you think you could give me some tips on realistic animation and timing?

My Mind is very odd, it can memorize hundreds of commands, memorize 2 dictionary's worth of words, and make detailed 3D models. Yet my mind has trouble with the most simple calculations.
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 21st Aug 2011 21:40
Quote: "do you think you could give me some tips on realistic animation and timing?"


sure, I don't know if I'm the best guy to do this, but I'm glad you think so.

here are some things to keep in mind for animations:

Easing
all of my animations are frame by frame, in my opinion, this is the best way to control the character's movements and muscle control. I think heavy spacing (larger gaps between frames) conveys the easing the best. remember to exaggerate all of your movements, if only slightly. what looks right in real life won't necessarily look good in animations.

Style > Realism
from my works, I've discovered that people much prefer to see something bad ass than something real. make sure your anims look sexy. never use motion capture to create something that isn't 100% realistic, or it will look out of place.

Anticipation/Reactions
no animation will look good without an excellent anticipation, and an excellent reaction to the movement. it's half of the animation. if you've got a jump animation that leaves the character in the air for 50 frames, make sure you've got at least 50 more devoted to the run up and the landing. without it, animations will look bad because there will be no visual example of power in the motion.

imageflock.com/img/1303928322.png[/img]
skype = isaacpreston. I want to talk to YOU
zenassem
21
Years of Service
User Offline
Joined: 10th Mar 2003
Location: Long Island, NY
Posted: 21st Aug 2011 22:05
That looks really cool!!

Your signature has been erased by a mod please reduce it to 600 x 120.
Travis Gatlin
15
Years of Service
User Offline
Joined: 14th May 2009
Location: Oxford, Alabama
Posted: 21st Aug 2011 23:47
@Bugsy.
Thanks! I might try that for my own!

Do you have your character rigged or all the parts separate?

My Mind is very odd, it can memorize hundreds of commands, memorize 2 dictionary's worth of words, and make detailed 3D models. Yet my mind has trouble with the most simple calculations.
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 22nd Aug 2011 03:39
Quote: "Thanks! I might try that for my own!"

got skype? I'd love to talk to you while you did it!

it's a 3ds max biped, so its rigged.

imageflock.com/img/1303928322.png[/img]
skype = isaacpreston. I want to talk to YOU
Travis Gatlin
15
Years of Service
User Offline
Joined: 14th May 2009
Location: Oxford, Alabama
Posted: 22nd Aug 2011 04:32
Yeah man, sure, with school and everything though, it might be awhile before i can get around to it. I guess i'll send you a skype request in a bit, you'll see when it's me. Lol (Look for my name!)

My Mind is very odd, it can memorize hundreds of commands, memorize 2 dictionary's worth of words, and make detailed 3D models. Yet my mind has trouble with the most simple calculations.
Blobby 101
18
Years of Service
User Offline
Joined: 17th Jun 2006
Location: England, UK
Posted: 22nd Aug 2011 13:32
That's really good, I think the arms flail around a little bit too much, it's kinda hard to keep track of them which makes it seem a bit distracting. Other than that though, it's great!

(Actually, it looks fine in the 3rd person perspective, it's just the first person where it looks odd)

Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 22nd Aug 2011 23:40
well I'll change it next time!

imageflock.com/img/1303928322.png[/img]
skype = isaacpreston. I want to talk to YOU
Oolite
19
Years of Service
User Offline
Joined: 28th Sep 2005
Location: Middle of the West
Posted: 24th Aug 2011 03:36 Edited at: 24th Aug 2011 03:41
Great job, animation has never been a strong point of mine so I respect anyone who can convincingly portray a human on screen.

Only two problems, the feet clipping with the floor (nitpicking) and the last arm flail seems a bit too rushed and awkward.
Other than that its perfect, the launch and landing are perfectly weighted and the timing is excellent.


EDIT: Travis if you are serious about getting into animation you should pick up The Animators Survival Kit. Written by the legend that is Richard E. Williams it's an amazing book that teaches you everything to do with 2D animation. Luckily, all the techniques he talks about are completely applicable when you add a third dimension.
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 24th Aug 2011 03:49
I've got a strong basis of 6 years experience in 2d, so I'll definitely give the book a look-see. as for 3d, I'm still learning, and as soon as I learn how to lock the position of the feet in 3ds max, believe me I will

imageflock.com/img/1303928322.png[/img]
skype = isaacpreston. I want to talk to YOU
Oolite
19
Years of Service
User Offline
Joined: 28th Sep 2005
Location: Middle of the West
Posted: 24th Aug 2011 14:11
Quote: "I've got a strong basis of 6 years experience in 2d, so I'll definitely give the book a look-see. as for 3d, I'm still learning, and as soon as I learn how to lock the position of the feet in 3ds max, believe me I will "

I can help you with that, I'll write up a quick tutorial and post it in this thread (if you want, or I can post it in a new one as not to hijack).

Well I have a lot longer in 3D than you have in your 2D, but it was only when I began learning the fundamentals of 2D animation that my 3D animation really improved. I do think that anyone serious into getting into animation should really start with a pen and paper. The book is a good read anyway, he has plenty of stories in it about his time working as an animator, stories about some of the great classic animators that he worked under and all his triumphs and pitfalls, recommended for anyone really.
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 25th Aug 2011 01:44
Quote: "I'll write up a quick tutorial and post it in this thread"


please!

imageflock.com/img/1303928322.png[/img]
skype = isaacpreston. I want to talk to YOU
Oolite
19
Years of Service
User Offline
Joined: 28th Sep 2005
Location: Middle of the West
Posted: 26th Aug 2011 20:33 Edited at: 26th Aug 2011 20:35
Here I go then,

Select your bipeds foot and go to the motion tab. Make sure parameters is highlighted (it usually is by default) and go down and open the Key Info tab.
Inside there is a little button called 'set planted key'. This will plant the selected biped limb to the current position.

Go to the first frame you want your foot to be planted on and click the key. This will create a keyframe at the selected position.
Move the timeline across to the frame you want the foot to be released from it's plant and hit the key again, this will create two keys in your timeline, between these keys is how long you want the foot to be planted for.
Two buttons across there is a 'set free key' button.

This will create a key that removes the foot from any of the constraints set before and return it to the default biped behaviour.

Your keys should look like this;

Frame 1 is the first 'planted' key
Frame 35 is the second 'planted' key
Frame 36 is the free key.

If you place a single planted key and then 20 frames down the line you place a free key, by default 3ds max will try its best to simulate the movement between the two keyframes and the foot won't be planted.

Hope I made this clear enough.
Pincho Paxton
21
Years of Service
User Offline
Joined: 8th Dec 2002
Location:
Posted: 26th Aug 2011 21:18
Reminds me of the original Prince Of Persia.

Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 28th Aug 2011 10:53
thanks for the advice oolite. I'll include it in my next anim for sure!

imageflock.com/img/1303928322.png[/img]
skype = isaacpreston. I want to talk to YOU

Login to post a reply

Server time is: 2024-11-24 02:23:45
Your offset time is: 2024-11-24 02:23:45