Walk Cycle
While all animation has certain styles that portray the character’s personality and emotional psychology in that situation, the type of rig and the extent of which the movements are exaggerated all contribute to the appearance of an animation.
If the rig looks like so, then you can clearly see sideways hip rotation and the height of the feet and the distance between the in certain positions. This is a good reference for my animation task.
Exploring Walk-cycle Styles
Stealth
Stealth with character
Heavy and Limping?
Sluggish
Angry Stomp
Robotic Quick Step
Walk with Swagger
MY Walk Cycle Task
I didn’t seem to notice any problems with the knee popping, even though the tutorial points this out as a place to correct. It seems too light for me to notice, or I am not sure how it should look like.
I had a few problems when rendering. This has happened before, and I am unsure how to fix it. I added Arnold lighting, however, this the result is different in render view that in the batch render images. Like this:
I figure that there must be a problem with the file that I got from moodle. If I get the unaltered rig and copy the animation units, then that will work. I restarted a few times to no avail. The best result I got was without the Arnold lights. It shows my animation at least, so that is all I need for now. I realised how to fix it. In render settings I can change which render to to render with, and I had it on the wrong one. Always learning new things about the software…
Play Blasts
Final Animation
Peer review:
Peer review summarised that the animation had the sufficient qualities to adhere to the walk-cycle animation principles. However, if anything, the animation suffered visually, since it was the most basic walk-cycle that I can make. The materials I applied to the models were not sufficient for a more professional animation, although they fit the purpose this time. Additionally, the walk-cycle would have been improved if I had inputted some personality and style into the animation. Even without the emotion of a scene, a character will have their own style of walk.
References:
Blair, P., 1949. Advanced Animation. Foster.
Roberts, S., 2012. Character Animation: 2D Skills for Better 3D. Taylor & Francis.
Sito, T., 2013. Timing for Animation. Taylor & Francis, pp.125-130.
Webster, C., 2005. Animation The Mechanics of Motion. Elsevier Focal Press.
Williams, R., 2009. The Animator’s Survival Kit. Faber and Faber.
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