Showing posts with label animation. Show all posts
Showing posts with label animation. Show all posts

Friday, 20 April 2012

Moom walk cycle V27 - V31

Jon gave me some great critique regarding the 'stamping' in my walk cycle, suggesting that I drop the leg on the passing positions in order to give a more subtle step. First are a couple of attempts I made to correct the issue beforehand, then are the ones following his feedback where I tried to integrate his advice - all with varying success, but things that don't work are just as important as those that do. So here we go. Let's blast through this:

Version 27



First, here's the default version, just so you can see what I'm trying to correct. I've made some slight alterations since V25 - couple of things regarding the arms, just to loosen them up a tad. The legs do look pretty off in comparison to the otherwise fairly casual arms. His legs have a definite 'kick' to them.

Version 28



Here, all I'd done is very slightly adjust the foot roll on the up position, trying to bring it a little lower and closer to the contact pose. It's only a very subtle change and it does appear to have smoothed things out by a fraction - but not really enough to be noticeable to anybody that hasn't been staring at it for 4 million hours.

Version 29

First attempt following Jon's feedback where I tried dropping both the legs on the contact pose and also bringing the leg on the contact a little closer to the up position. It didn't exactly work; the issue I'm having is that dropping the leg of the passing position, the foot scrapes or goes straight through the floor. I can adjust the foot roll to try and bring it back up but rotating it back too far (in favour of the previous pose) causes it to twist uncomfortably, and also raises the knee again - which puts me straight back to square one. Rotating it forward lessens the height of the knee but this is problematic in that the foot, rather than delaying and dragging, then looks very robotic as we can see above. It needs to drag a little for flexibility. It also means that the space between the trailing leg on the down and passing positions is very small, causing the leg to delay at the crossover.

I also had to adjust the bend in the trailing leg on the down position to compensate for the lower passing position - otherwise the knee and leg were bent more on the down position, causing a bit of a jump/'pop' as it tried to interpolate the two keys. Unfortunately lessening the bend in the knee now means there's too little movement to stretch equally across the frames - as a result the knees on both legs start to bend at exactly the same time and move almost in perfect synch, which looks a little peculiar and quite robotic to me?

It may also be me but I kind of think that dropping the leg looks a bit like he doesn't bring it up far enough - the walk just seems to lose a lot of the feeling of weight?

I'm actually wondering if the stamping is actually more to do with the large gap between the legs on the up and contact keys - closely observing it, I can see it almost looks as if he's kicking his leg out. I think perhaps I just need to alter those positions so that the legs are just a little closer together in terms of posing so that it's a bit smoother?

Version 31



All of these captures look exactly the same... it must look like I haven't changed anything! I guess it's one of those things; when you've been staring at something frame-by-frame for so long you can pinpoint every tiny little thing in each frame. Things that nobody else in their right mind would ever notice.

Anyway, here I just tried adjusting the contact pose very slightly so that the step was a little less wide, allowing the leg enough time to travel smoothly from one pose to the next. It seems to have gone some way to removing that 'kick,' but it also plops me back to square one where my step wasn't quite wide enough. I think that, really, it's the up position that needs to change more than anything. If I can just tinker with the foot roll and leg position I might be able to figure out a way to smooth it out a little.

Wednesday, 18 April 2012

Moom sneak cycle V29

Version 29

Side



Perspective



Yet another bold attempt to get that damn arm moving. This is probably one of my better attempts, but only by a margin.

I think the basic movement is actually getting there, and most importantly it actually looks alright from most angles. Obviously the biggest thing is that it's very stiff; definitely needs loosening up and I need to pose the hands a little more, get some overlap going.

It also seems to me like the arm should go forward a little more; it seems to stop very suddenly. I don't know, it just feels like it should have a little more reach.

Still, early days. Ish.

Tuesday, 17 April 2012

Sneak cycle arm breakdown and reference

I'm still not totally sure on the whole arm movement thing so I've been examining some other reference a little more closely. I found this lovely example on Youtube:


The flexibility is amazing and puts me to shame. My cycle looks like arse in comparison.

Ignoring my bruised ego, the arm movement is very nice! I promptly shoved it into Photoshop and brutally ripped it apart for the purposes of analysis.


I've done my best to identify where the key poses in the cycle are — not sure if I hit them 100% accurately but they seem to be roughly in the right place. Obviously there are differences in my cycle and this one — the torso here is much more flexible but in a way it's a good thing. Viewing a more exaggerated animation means it's much easier to examine how arms are following the body.

The contact poses are interesting because of the forearm placement. They're poised up and ready rather than lowered, as I'd been toying with, which I think was giving me problems as it was making things a bit 'busy.' It's also a nice pose in general — having the arms almost tensed like that gives a much more cautious look to the character. The wrists are very nice too!

As the character drops into the down position the torso moves forward and the elbow follows. The forearm relaxes very slightly and comes down.

As the body starts to rise again the forearm is brought closer to the chest and the elbow, again, starts to come back. The character rises into the 'up' position and the forearm again lowers very slightly.

The second contact is slightly further forward than the first one, to counter the leg.

As previously observed most of the shoulder movement seems to come from the twisting of the chest.

That diagram is a bit cluttered, so it's probably easier to see with the body:






Serves to give a better idea of the shoulder and elbow in relation to the body.

It seems to have been helpful, though now I'm worried I've mucked my cycle up completely and that this method won't work. It's certainly given me something to toy around with, though, which can only be a good thing.

Friday, 6 April 2012

Moom sneak cycle V7 — V15

Version 7



First attempt at some head and arm movement. The head was sort of cobbled together and it's nowhere near done, so please disregard how choppy that looks. It was just annoying me floating there doing nothing... probably should have left it alone. It's distracting.

The arm is... okay, I guess, and I think if there was a little wrist overlap it would be nice. I find it very static, though, very lifeless, it just sort of bobbles around and doesn't do much. It also goes kind of against what I've been seeing on other sneak cycles — the forearm, I think, should tuck against the body as he drops into the down pose and then come down as he leans back.

Posing the arm is tricky, though — I'm having a little difficulty figuring out which control objects to keyframe for maximum effect. I end up adjusting all sorts of pieces — up vectors, shoulders, arm effector — and get the pose right, but then when I keyframe the next one the pieces don't necessarily flow smoothly so it looks alright but then when you view it from another perspective the shoulder's going crazy and the elbow is flapping like some sort of demented chicken-man.

Version 12



Jumping ahead a bit (previous versions consisted of me getting immeasurably frustrated with things and not making much progress) I've tried to introduce a little more flexibility into the arm by using shoulder rotation and getting it to swing back and forth a bit.

I think the back swing is okay, but the arm coming forward makes absolutely no sense. It just looks... weird. I can't even figure out what needs to change, really, all I know is that it doesn't really make sense. Maybe it's because the arm doesn't really counter his weight — it should be used for balance, more than anything, I think, and if he was really leaning all his weight back like that, with his leg and arm outstretched, he'd probably topple over. It's just not a natural thing to do.

Version 13



Oh goodness this is even worse. It makes a tiny bit more sense... sort of... Other than the fact that the arm appears to counter the "wrong" leg, but I don't know if that makes too much difference. In some sneak cycles it seems like the arms move together in synch, almost.

I don't think this would be too bad but there's a bit of a jerk forward. Looks really peculiar. I think that the elbow should probably come backwards, rather than forwards, then the forearm should sort of come up towards the chest?... which answers my earlier question about the legs opposing the arms...!

Version 14

Side



Perspective



And here we have an attempt at the arm opposing the leg. There ain't much overlap right now; quite stiff and robotic. I was mostly just trying to really peg the shoulder movement more than anything. I think it's looking... slightly better, on reflection, but there's just something bothering me about it.

The arm seems to make a little more sense now, at least! I'm still not totally happy with it - looks to me a bit like it either goes back too far or doesn't come forward enough. I might also have got it backwards, again! I think maybe it needs to oppose the legs, but I don't know if that will look weird?! My brain is so tired I don't even know what I'm doing. Logical thought escapes me…!

The more I look at the body movement the less I'm happy with it. It seems to bump around all over the place and I really want to get more flexibility in his spine, but I'm not quite sure how to go about doing that, exactly. I think if I mess around with the curvature of the chest and hips I might be able to come up with something!

Version 15

Side



Perspective



I switched the arm so it opposes the leg and I don't really know what to make of it?! It kinda looks weird to me? I'm not sure why, but I kind of prefer the other version. I don't know if it makes sense. I'm very tired.

The arms are just completely baffling me at this stage. I'm really struggling to understand how they're supposed to work — I think my brain is fried, I keep trying to break it down and analyse it and act it out myself but it just doesn't seem to be going in...

What's confusing me most, I guess? The arms kind-of-sort-of oppose the legs, but they don't go very far forward at all. Contrary to a regular walk cycle they appear to be at their furthest extension on the contact pose when the body is leaning back. As the body comes forward on the down position, they move forward as well, and are drawn close to the chest. Then the body rises and the forearms come down and start to move back as the body leans back to balance for the contact.

... Wow, that actually makes a lot more sense now that I've typed it down. I must be making a mountain out of a molehill.

To the Batmobile!

Wednesday, 4 April 2012

Moom walk cycle V25

Version 25

Side



Perspective



A slight attempt at some head movement and some wrist overlap! I actually did it as a bit of a joke, was mostly just fooling around. To my great surprise I actually really liked the way it looked! I think it's a bit too over-exaggerated though, so I'll definitely tone it down a little. I think it looks a little at odds with the rest of the arms - they're not quite so loose. I think I need to offset the forearms slightly, then it might look a touch better.

Not sure about the head movement at the moment. I didn't really know what it should be doing, so I just kind of made an educated guess and I have no idea whether it looks correct or not.

The more I look at the legs, the more they bother me. Again I think it's mostly going to be a case of timing adjustment and offsetting bits and pieces to get some nice drag going on the limbs. I think it's coming together... slowly...

Moom walk cycle [upper block] V17 & V22

I was really scratching my head over my previously posted capture - no matter what I did I simply could not nail it and the arm just looked utterly wrong. I am ashamed to admit how long it took me to spot the mistake, and rest assured my face glowed like the setting sun once I'd clocked it.

I had the arm swinging with the wrong leg. I got it backwards. Amateur mistake.

As soon as I'd finished bashing my head against the wall for not spotting it sooner, I flipped it to the other side and it instantly looked a billion times better:

Version 17



More to the point, it was much easier to "read" for mistakes. It's still very much a work in progress, but simply fixing that arm has made one hell of a difference.

What followed was a series of tedious and very samey captures that I can't really talk much about aside from saying "the arm is too far forward," or "his shoulder pops here." I don't know, maybe that's valuable, but I talk too much as it is. I find it much easier to reflect/critique this stuff when there're more changes, so I'm just going to jump ahead a few versions.

Version 22



Lots of minor tweaks to the position of the arm here. The biggest change in this version is the shoulder - I wiped all previous keyframes and approached it in a much more straightforward manner. Before, I keyframed almost every aspect of it by hand which led to a slew of inconsistencies in speed and spacing that I believe may have contributed to some of the random limb popping and slight jerkiness in the previous versions. All I did this time is slap a couple of keyframes at the furthest points of its swing, then added a one to the first contact pose to have it move in a slightly smaller increment before it swung forward, giving it a little delay. I think it looks much, much better now, and the arc of the arm is clearly visible.

I think it's safe to say that the blocking of the arm is done at this stage. It's still not perfect, of course, but I think I'm ready to add in the opposing arm swing and also start looking at fine-tuning the timings and getting some wrist movement in there. The head is too static, too, so I'd like to get a bit of follow through going on that. I may also return to the legs a bit later as well and see if I can do anything to improve those.

Moom walk cycle [upper block] V16

Version 16



Redone from scratch yet again, this time getting the arm moving back from the top of its swing much sooner. I think it's looking much better now, for the most part, but I still have lots of issues with the back swing. It's looking alright, mostly, but I think that, again, I just need to have the arm going back in the opposite direction a touch sooner. It swings forward far too quickly.

Getting there slowly though...

Walk cycle [upper block] V15

Version 15



Tweaking the positions of the arms a little more, trying to make it more of an arc - I think it's slowly getting there, but the arm definitely comes back too quickly (looks a bit like it's knocking against something) and there needs to be a bit more of a delay as it comes forward.

I need to get the wrist/bottom of the forearm moving in more of a "figure-8" type motion - I daren't draw on my laptop screen to check the arcs (this was expensive!!) but maybe I can use some Photoshop wizardry to try and nail the poses?

I was using the fcurve editor to help me fine-tune the position of the arms. It's much easier to control the limbs this way but the temptation is to start altering things like timing and whatnot, which I think is where I may have gone a bit wrong! Easy to get distracted...

I'm determined to get these arms done by today though. I'm still worrying about the refining stage and "character" walks...

Saturday, 31 March 2012

Moom walk cycle V11 - 14 [upper blocking]

Various attempts to start blocking in the remaining keyframes for the arms, none of which were particularly successful.

Version 11



I think this one could probably have worked had I tweaked it a little more; there's a bit of a kink in the arm when it comes forward on the down position. I tried to have it carry on forward, as in Richard Williams' cycle, but to be honest following his diagram for the arms has always given me issues. I find that the motion is a little too formulaic and robotic-looking. It's a great basis for the keyframes and understanding the principles of the movement, don't get me wrong, but I don't think that having the entire arm continue forward works too well. I think that for best effect only the forearm needs to continue forward - the upper arm could stay mostly still, or even have it start to come back already.

Version 12



In this attempt I tried to work some slight joint breaking into my key poses, thinking they were as 'key' to block out as the positions of the arms. With the way that Softimage interpolates keyframes, though, it probably wasn't the best idea. The arm wobbles about a bit weirdly - again, with some adjustments it could have worked, but I think it was just a bit too complex at this stage.

Most of the movement came from the shoulder in order to 'break' the joint - looking at the fcurves shows the problem:


They're all bumpy and uneven as Softimage tries to calculate the path of motion. With some manual tweaking to smooth them out it could possibly have worked but I don't really think the poses themselves were strong enough to really warrant the effort. Back to basics.

Version 13



Looking at this version after a break it doesn't look as bad as I'd initially thought. I should have kept the rear arm stationary - it's a bit distracting - but arguably I think I've sort of hit the key poses for the arm fairly well. I think the only thing is that perhaps it delays too much as it's forward; perhaps I should start moving the upper arm back a little sooner as the forearm continues forward. The weird bump issue with the up and down is still there; I really have no idea what's happened, as all the keyframes are exactly the same. I can only assume that something's gone wrong somewhere with the interpolation.

Even with Richard Williams' diagram I'm finding it very difficult to line the arms up correctly, particularly on the 'down' position. Walk cycles in any medium are difficult but I'm finding the whole thing compounded by Softimage's lack of an onion skin. Continuing the swing forward on the down position is tricky to align without it jerking about weirdly (as seen above) - at one stage I even started looking up some similar 'casual' walk cycles in an attempt to understand how they'd posed the arms on their own rigs and to see how the interpolation was working.

I found some very nice examples:


What's interesting about this one is that nearly all the movement is in the wrists and forearms; the biceps and shoulders don't go very far at all. It's a lovely, subtle movement.

Owing to our limited rig, though, something like the above might not be wholly possible. So I found something a little more 'typical' and similar to the Williams example.


Again, some really lovely overlap and the upper arms don't travel so much. Using the above as a guide I tried to roughly emulate (read: shamelessly copy) the positions to get an idea of where I might be going wrong.


Version 14



I managed to sort out the issue with the bumping at this stage; somehow, the fcurves got slightly altered on the hip object. I have no idea how but the curve was completely out of whack and had inverted itself; simply altering the slope of the handles to smooth it out fixed the problem.

The arm's pretty similar to V13. I think it's alright, though arguably I don't think I've hit the poses as well as before. The arc of the swing isn't really there - it kind of travels diagonally from its position on the down pose to the reverse contact, so I need to look at sorting that out.

The arm also remains mostly stationary on the down position, not really doing anything at all. As above I need to continue the forearm going up and maybe even start to move the upper arm backwards.

I'm going to mess around with it a little more and see if I can sort that arc out!

Moom walk cycle V10 [upper block]

Version 10



Simply blocking in the arms using just a few key frames on the contacts and passing positions. It's already passable as an arm swing, but it needs a lot of tweaking and refining to really get the flexibility in there. Once I've blocked in the rest of the keys and got them looking smooth I'll probably look at trying to overlap sections and get some nice shoulder rotation in there.

I'm not entirely sure how I'm going to go about posing the arms for maximum overlapability (that is totally a word!) - Moom lacks individual controls for each limb segment, as I've mentioned before, so precisely controlling the position of his arms is going to be quite tricky. Not entirely sure how to find a way around that.

Looking at it again I also see that something weird has happened to his up and down positions; there's a very sudden jerk downwards after the second 'up' pose and I have no idea where that's come from. The key frames are identical so I can only assume Softimage is doing something weird with the interpolation?

Moom walk cycle [lower block] V9

Version 9




I fixed the stamp (I hope) by tweaking the positions of the legs and have been given the go-ahead by Jon to start with the arms. I also lessened the angle of the feet on the contacts as well - they were a little extreme before, which may have been contributing to the stamping.

That's all I have to say. Rubbish post?

Moom walk cycle [lower block] V8

Version 8


The fruits of my labour; a much better step length, no weird bump issues on the ups and downs and the legs move pretty smoothly.

He's got a bit of a stamp, though, and Jon suggested that it can be caused by the legs on the passing and up positions being too high and/or too close together. To the Batmobile!

Moom walk cycle [lower block] V6 & V7

Version 6






Version 7


These two versions are pretty much identical so I'll talk about them together!

I reverted back to V5 and attempted to sort the leg popping and spacing issues, but I wound up getting very confused over the whole thing. Again, still trying to modify those poses to get the leg to stop popping and to slide smoothly. It's still looking okay but somehow I've managed to make the popping more noticeable.

At this stage I was also thinking that the step wasn't quite wide enough. I may just go back and start again from scratch. Sometimes that's much easier than trying to edit what you already have - you don't make the same mistakes that got you into trouble in the first place!

Shuttlecock V18

Version 18



Altered the distance the shuttlecock travels after the first bounce and tried to tweak the rotation a little so that it makes more sense with how it lands.

I don't even know if I like it or not. I don't know if something about it is bothering me or if I just can't think of anything more to do to it. I don't know if I like the timing. I don't know if it looks right anymore. Ahhh!!

I think it's time to leave this one for today.

Shuttlecock V16

Version 16



I skewed the angle of the shuttlecock's flight very very slightly so that it's less of a straight line. It's not too noticeable but to be honest I'm reluctant to muck around with it too much... which I know is stupid.

I'm not sure about the weird spinny/roll thing at the very end, looks a bit off to me somehow? Maybe it's not too bad. Just feels a bit sudden, or for some reason I feel like it should go in the other direction. Not sure.

The flip is a little problematic; it kind of changes direction as it flips and the cork starts pointing straight ahead again during one part. It's a bit awkward to alter and difficult to keep consistent!

Still, at least it's getting there. Hopefully I can have it finished by today...

Shuttlecock V15

Version 14



I think I've more or less sorted out the bounces at this stage - still looks perhaps a bit too wide to me? I'm not sure. Might mess with bringing it all a little closer together. I think the spin and fall is definitely too slow, though! I compared it to V13 and the shuttlecock spins much, much more quickly.

I guess I'll start messing with the change in direction at this stage before I get into playing with the timings. Don't want to get the timings looking nice and then mess it all up by adding different keyframes...!

Shuttlecock V14

Version 14

Side



Medium closeup



Started with some of the tweaks that Jon suggested; removing the feather bounce and adding in the secondary bounces at the end. It's sort of getting there now I think, though some of the timings are messed up due to removing keyframes and such. I think maybe it rotates a little slowly in the air as it flips? I'll probably look at speeding that up. Not sure about the landing either. It looks like it goes too far before coming down - like Jon said they're very bottom -heavy so I think it needs to land a little closer to where it is at the peak of its bounce. If that makes sense.

Not keen on the secondary bouncing either. I'm really irritated with myself - I got it looking pretty good in V9 and now I'm having trouble replicating it! I think maybe it just needs to bounce a tiny bit higher and rotate upwards a little more as it bounces.

Shuttlecock V14

Version 14

Medium closeup



Side



Started with some of the tweaks that Jon suggested; removing the feather bounce and adding in the secondary bounces at the end. It's sort of getting there now I think, though some of the timings are messed up due to removing keyframes and such. I think maybe it rotates a little slowly in the air as it flips? I'll probably look at speeding that up. Not sure about the landing either. It looks like it goes too far before coming down - like Jon said they're very bottom -heavy so I think it needs to land a little closer to where it is at the peak of its bounce. If that makes sense.

Not keen on the secondary bouncing either. I'm really irritated with myself - I got it looking pretty good in V9 and now I'm having trouble replicating it! I think maybe it just needs to bounce a tiny bit higher and rotate upwards a little more as it bounces.

Shuttlecock V13

Version 13



Spoke to Jon yesterday and he gave me some very helpful critique on this so far. He said he wasn't sure about landing on the feathers - shuttlecocks are, after all, bottom-heavy and so wouldn't tend to do that. Although this is what I observed in the reference footage I can defintely see his point - it's tricky to pull off and doesn't look right, really. Instead of landing on the feathers he suggested to have it go through a full rotation and land cork-down, then to have a little secondary bouncing towards the end as it loses momentum.

The other thing he noted was that it's very "straight," which isn't a huge issue, but he did suggest maybe skewing it slightly as it lands and have it bounce off at a slightly different angle to make it a little more interesting. He also clarified that the shuttlecock needs to bounce within the white square, which is easy to fix.

Hopefully the next couple of revisions will be the last ones so I can just move on from the blasted thing...

Thursday, 29 March 2012

Shuttlecock V10 & V12

Version 10



Biggest changes here are to try and mimic the reference footage more closely in terms of angle, shuttlecock spacing etc. I altered the angle that it initially lands at so that it sticks out slightly. It should probably bounce off in that direction as well, though - at the moment it just sort of goes in a straight line which looks a bit weird.

I also once again shortened the distance the shuttlecock travels after its first bounce and increased the height. I think it looks a lot better this way, but the second "bounce" is bothering me a lot. If it lands on the feathers it shouldn't really bounce very high or very far, if at all - it really needs to land on the feathers, then come straight down onto the cork. However this is very tricky to animate owing to the construction of the rig - the shuttlecock will always rotate from the cork which means that if I try to rotate the feathers upwards the cork will stay at the same height. I could probably simply adjust the height manually - thinking about it, it sounds very logical and very simple. I don't know why I've been having difficulty with it. Maybe I'll give it another shot.

I also removed the series of smaller bounces at the end. The shuttlecock comes to a very sudden stop after the feathers drop back to the ground now, which I don't really like - I think it should probably bounce very slightly once more afterwards. It's a bit too slow as well - once I start adjusting the curves I can remove some of that cushioning/easing.

I also managed to break yet another rig - look closely, once again you see that the translation control has detached itself from the ball of the shuttlecock. I have absolutely no idea why this keeps happening. This time, I almost certainly did not place any keyframes on the wrong object - it seemed to occur after I started Ctrl + Z/undoing a set of keyframes that I didn't like. The control object just seemed to pop away from the rig. Very, very weird. And annoying.

Version 12



Please try to see past the ugly capture...! I've started adjusting the curves at this point, giving the shuttlecock a faster bounce and a slight delay at the top to allow it time to rotate downwards.

Looking at it closely, I think it probably hits the peak a little too suddenly - almost like an invisible ceiling. I think it needs to delay perhaps just a little longer to allow it to rotate a bit more before it drops.

I tried speeding up the fall onto the feathers at the end but it still looks too snappy/choppy. I really don't know what to do about it - my main idea for a fix involves getting the ball to drop straight from the feathers onto the ball and back again, in one place, without traveling forward and backwards or up and down or jerking all over the place.