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sha's work thread

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#16
ichi

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YES Awesome progress in that last animation! There are some things to polish/add but it's great first year work


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#17
snowed

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Take another look at your hips on the walk, they seem to rotate in a rather 'floaty' manner (meaning they rotate before the weight's been put on the leg).   

 

 

If you look at reference of a women walking, you'll notice how her hips come up ever so slightly on one side before steadying for a moment (at an angle), and then when the weight transfers over and the leg is planted you have a quick 2-4 frame movement up with one side of her hips (the side the weight is on). And vica-versa.

 

For example, look at frame 26a-:  At the moment your hips move up on one side and they are at their peak on this frame, but the weight isn't down on the leg yet so there's no way your hips could be that high.

At frame 29, your weight has just been planted so from here through to x32 / x33 your hip should move up to it's highest point roughly. (These frames are a guestimate so don't take them as perfect numbers etc).

 

 

Would be worth shoving you're work up on syncsketch if you're looking for critique, that way anyone who wants to critique it can draw over the video to help :)   Keep it up!  Great work for a second year!


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#18
shamwam

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For example, look at frame 26a-:  At the moment your hips move up on one side and they are at their peak on this frame, but the weight isn't down on the leg yet so there's no way your hips could be that high.

At frame 29, your weight has just been planted so from here through to x32 / x33 your hip should move up to it's highest point roughly. (These frames are a guestimate so don't take them as perfect numbers etc).

 

 

Would be worth shoving you're work up on syncsketch if you're looking for critique, that way anyone who wants to critique it can draw over the video to help :)   Keep it up!  Great work for a second year!

 I really struggled to figure out how the hips and the shoulder work haha and the syncsketch thing sounds great, will definitely start uploading there for critique, thanks man  :)  



#19
snowed

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Once you have your hips sorted, everything else will work off of it :)  Hips are one of the most important things to get right first!



#20
shamwam

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hey its been a while since I posted, here how i developed the walk for the handin, but still don't feel like I got the hips right.

 

 

password : walk

 

haven't really finished and refined this anim, crit would be great :)


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#21
elysper

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That looks pretty neat, one thing I could suggest is to make the zombie struggle a little bit while she is holding it, right before it kills it. still amazing though ^_^



#22
TheChunkyChin

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password : walk

 

hey dude looking nice,

 

just gunna throw a little crit in no particular order,

 

would be nice to keep the hair animated all the way through as youve interacted with it early on in the animation that draws attention to the non animated hair later, its secondary movement but would be nice to see it if you wanna polish further,

 

from the shadows it looks like the feet are sliding on the walk? if they are you can have minimal foot slide on impact and when leavng the ground but for the majority of the step try keep the foot firmly rooted on the ground.

 

the head turn for me is too straight, you could add a small arc nothing over the top, or mix it up have the head return centre a little slower and then have the eyes notice the zombie with the head then following that,  just something to make the movement a lil more natural.  you can move your head/neck on their own but after 5 mins of me looking left and right, in a relaxed situation such as in this walk moving your head like that may effect your shoulders, maybe around 50% into the head turn just as it passes straight on have the shoulders turn with the head a little, will it look good, i dont knowXD but have a play round might come up with something sweet,

 

when you drop the arm from the hair and you swing it foward add a little more drag and overlap of the hand maybe?

 

when she moves backwards add some overlap, when you move back your body wont remain stiff in that pose the top might overlap a little more than the waist nothing cartoony and remember to check the arcs, if you look at the waist it travels in a very straight line backwards doesnt have to be over the top but a small arc would look nice.

 

also when the the badass zombie slayer lets go off the zombie once its dead, the body should start to fall, either keep hold for a little longer or drop when she lets go.

 

 

hope this all makes sense. really coming along nicely, like the idea, think im going to watch some walking dead now XD i really love when she kicks the leg forward as she walks past. hips seem ok to me :) and yeah like elpida said a little struggling would look cool as. yeah im really looking forward to see what you can do with this piece, keep me posted :) looking sweet. 


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#23
shamwam

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hey thank for the crit guys tried fixing a tweeking a little with the crit  i got, more crit would be awesome! :)

 

 

password: walk 

 

 

 


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#24
Lluis Cavalcanti

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Looking great, love the ambition
60- Zombie body rotation. No follow through or drag on hte body
65- Girl pose too stift and IK arms doing wierd stuff. Try to have the whole body react to the landing of that pose, atm you just moved a bit the torso main controller.
Tweak when it gets the daga, the body goes A -B C pose, no arc there, and the left hand (screen) is really IK.
215- First step is wierd, try to get some weight shift and anticipation.
Last walk steps look powerfull but could have better poses.

Upload your animations to syncsketch, we'll be ble to give you way more accurate feedback there.


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#25
Nura

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YO shahan, looking noice. Watch those curves on the zombie’s arms, you seem to have holds on the end of the arm swings and it just doesnt fall thrlugg smoothly. Also you’ve beeb considering his weight since you’ve nicely shown his weight sink his torso down whenever he steps forward, but realistically he should be using his front leg to push him up before every step, so that he can move his leg quickly enligh for the next step. Obviously keep it subtle and don’t make the zombie look pumping wth energy, but at the moment he seems too skilful and concentrated to catch his weight so fast with a rapid foot like that.

Also the lady’s momentum as she changes direction and steps back needs some more consideration. She still darts back too suddenly, let her weight shift over her left stepping foot (final foot before she jumps back) then have her rock back. You may feel like its getting ridiculously slowed but if you wanna rush her back so immediately her torso should rotate forwards to keep her centre of mass stilll in check over ler left leg because thats what matters.

Also as she ends the zombie, we should see more torso involvement. Would be good to see the zonbies leg which gets pushed aside at the end, affect the zombies body too, legs are pretty heavy afterall so its gonna nudge his body with it too if it gets tossed aside like that. But yeah good stuff regardless, and that’s dope ambition so keep it coming.
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#26
shamwam

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yo guys, heres my wip animation for the phone call exercise, still gotta add the smaller/subtle details but blocked out the main movements.. 

 

 

password: phone 

 

syncsketch: https://syncsketch.c...43cebdc/#301211

 

crit would be greatly appreciated :)



#27
TheChunkyChin

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Link doesnt work says access denied for me :( not sure about others (WORKS NOW :D)


Edited by TheChunkyChin, 07 December 2017 - 05:01 PM.


#28
shamwam

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Link doesnt work says access denied for me :( not sure about others

 try now. first time using it, forgot to set it to public, lol soz 


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