This is my development and research blog for my final year project; animating 3D animals in a semi-realistic way to be used in a showreel.
23.2.14
Dog run
And the running part of this animation is done. Can't believe how long that took. I had an animator friend help critic it all the way and it's become so much better than before and has been a learning curve for not only animating the run cycle but also the work flow.
16.2.14
Redid the dog run kinda
So the run didn't look quite right and the graph editor was all over the place. So not only did I remove keys that wasn't needed, but adjusted the legs to match and be offset.
Here's the graph editor of before and after looking at one paw.
Here's the graph editor of before and after looking at one paw.
And where I am currently.
Now running in place.
I had a lot of trouble when I moved onto cycling the run, even taking off the foot roll (which is poorly made as the actual foot moves too when used) so it still kept going weird.
So with motion trail and moving some keys in the graph editor I made it run in one spot.
Next step is to redo the foot roll to make it look better and space out the tongue and blinking so it's not everytime it cycles. And then work on getting it moving or at least animate in the part where he catches his ball. Which I also have to animate.
So with motion trail and moving some keys in the graph editor I made it run in one spot.
Next step is to redo the foot roll to make it look better and space out the tongue and blinking so it's not everytime it cycles. And then work on getting it moving or at least animate in the part where he catches his ball. Which I also have to animate.
15.2.14
Dog run progress
This rig does not have a decent facial rig. But I've just carried on regardless.
This shows the chest control moving back and forth to imitate the squash movement of dogs.
mouth open and closed
and added the tongue coming out.
It's a pity the facial rig isn't that good because I wanted him to make this face while running:
It's a pity the facial rig isn't that good because I wanted him to make this face while running:
11.2.14
Rig problems and progress
One of the important things I need for a running rig and this dog one doesn't have it. I can't curve the back to show squash.
And I figured it out, the chest handle just needed to slide down the body for the affect.
And I figured it out, the chest handle just needed to slide down the body for the affect.
10.2.14
Dog running refs
Maybridge photos of a dog running, I compiled the second one into a video
Sketches to get the feel of the dog running and it's variations from the photos.
Done in Flash to get a clearer idea of cleaner images of a dog running.
A few running reference on youtube
After watching one of the dog youtube videos I found another way for a dog to run. I wonder if running without touching the ground when stretched is a greyhound trait?
This one always has at least one paw on the ground at any one time. Even in full gait.
I had to draw her ridiculous face.
9.2.14
Horse walk done
I've animated the tail, eyes and blinks and I'm going to finish with this one to move onto the next.
Labels:
3D,
animals,
Animation,
horse,
horse walking,
walk cycle
6.2.14
Horse linear
Still getting the weird knee pops, I've adjusted the shoulders and height of the hoof lift so now I'm just cleaning up the graph editor to see if that makes a difference.
I've cleaned up the graph editor and at the beginning I've got rid of the knee pop.
Working on the tail movement now.
Labels:
3D,
animals,
Animation,
horse,
horse walking,
maya,
walk cycle
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