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Lunar Archivist's Modeling Thread :)
#14
The walk/run cycles aren't too bad, if a bit 'robotic' - even taking the character into account you can look at any of Mega Man's cycles in his games and there's a lot more hip/spine motion going on there, especially his big sprites in Marvel Vs. Capcom:

[Image: 1hio12U.gif]

Granted these are drawings that aren't conerned with his giant wrists existing in 3D space.

I don't use biped rigs any more (Digital Tutors have a great series on character rigging in Max) but his feet appear to have some IK issues with wobbling as his feet slide across the floor there. The arcs on his limbs and center of mass are on the right track though, maybe his neckĀ could do with being angled ever so slightly more forward.

His wrist appears really weird during the pitching motion like it's just kind of juddering about without travelling on smooth arc (trying keeping the elbow straight as the arm swings forward). That pitch all seems a little weightless - the windup is kind of half-hearted and then he very slowly tosses the ball in a jittery stop-start motion as he steps foward (the IK solver on that foot appears to be wobbling a tiny bit too here) before coming to a sudden halt halfway through balancing himself.

I really recommend reading up on the 12 principles of animation, especially squashing and stretching and exaggeration for a character like that, as well as anticipation and ease in-ease out.
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RE: Lunar Archivist's Modeling Thread :) - by Ton - 08-28-2014, 11:14 AM
RE: Lunar Archivist's Modeling Thread :) - by The 100 Mega Shock! - 03-31-2015, 05:13 PM

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