33 same as 1. Thursday, January 28, 2010
walk work flow(arms)
33 same as 1. walk work flow(upper torso)
All my timing is figured out. So what I like to do here is to reuse my existing animation, and just pull things around in the graph editor to pose the character. First though I go to the head, I know there is two steps, so the head should rotated up and down subtley when the weight comes down. So I set an extreme key on 1 and 17 and another on 9. I copy paste it so the next goes to frame 33 and I spline it, and copy paste it again so I have 77 frames of animation. The weight comes down on the root on frame 3, so I need my head to start rotating down from frame 3, So I just drag the one extreme to frame 3 and that is done. I can now use this animation for some nice subtle spine movements on the spine. I start on the first fk spine and copy the animation to frame 1, and scale it way down so the values of each extreme are almost the same. I copy that onto each fk spine control. The back looks pretty wierd right now. I go to frame 1 with the graph editor open, I grab the curves and just translate them to where the lower back is on my reference image, and do that with the second and third back controls till I have the pose I was using. From here I can offset each control to follow one frame after the other so I have a nice loose spine but without to much movement so the pose still reads.
Now I need to work in the chest rotations. I know the timing for that will be the same as my hip rotations, its just the chest rotates the opposite direction. Ok easy enough. I can do the same trick with the chest animation. I copy it onto the chest control. I copy paste that animation, and drag it back so my extreme on 17 is my extreme on 1. I can now scale that animation up so its bigger and the pose reflects what I want. To further give myself some nice contraposto, I copy the hips animation onto the fk 1 control, offset it by just 1 frame and scale it down. Again on fk 2 and offset a few more frames, and scale that down as well. Now my whole spine is working nicely, and I really only animated my head and my hips.
walk workflow(upper body, hips)
Well the root is my base of operations and key to everythings timing, so lets go there. We need that nice figure 8 I was talking about earlier to show this guy has weight. So when he steps on one foot the weight comes over to it cause that foot is taking the weight, when he steps on the next, it goes over there.
we start animating it more. So here is an image of my final root curves. Notice I have my extremes, and two keys in between each extreme. This is for a few reasons.
onality of your walk or your reference. In this walk my hips are leading the leg. So I set my extreme on frame 1 the right foot is contacting, so I rotate my hip forward to point to that leg. Same on 33, opposite on 17. I set an inbetween to help the slow in and out, and thats really it for that part of the hips. The next part is really important. When the leg has the weight, the hip needs to shoot up on that side of the leg to show the leg has the weight of the body on it. This is purely a physics thing. It just has to happen. So once my foot is planted I shoot the hip up from that frame pretty quickly. And hold it there till the next foot plants. You can see that from frame 3 and frame 19 is where all the action happens, cause that is when the foot is planted. Its the motivation for the hip to shoot up. So that is pretty much the hips. You can add some translating or some thrusting back and forth if the cycle calls for it. walk workflow(doing feet)


walk cycles Pt.1
Ok, so I guess its time to move on to some more exciting things. Everything has been pretty basic and boring thus far, so the thought of some walk cycles is pretty exciting.
So before we start I guess lets get out some reference(Richard Williams) and take it from there.
Dick says, no two ppl walk the same, no walk is the same. The principles of a walk are all the same, but every walk is different. Heres a great tidbit, actors try and figure out a character by figuring out how they walk, try to tell the whole story with just a walk. I remember a friend of mine in the acting industry was telling me a story about an actor name Arron Eckhart(two face in batman) Just walking around set, trying all sorts of things changing the time, posing, and just walking in circles for what seemed like ages(he was wierded out). When you think about how important a walk is to an actor though it should be totally normal to see this. So with this in mind when we get a character to animate, its super important to nail the walk.
On to the animation. I just watched a rad little animated short called Jungle Jail, and was pretty stoked when the main character had just conquered the jails tough guy, and started to power trip. And was walking through the jail like he was macho man. So here is the walk I did which is kinda emulating that one.
So using the timing chart Williams gave us pg 109 of the survival kit, I chose to do my first walk on 16's. 16 frames per step, 32 frame cycle. Starting on frame 1 ending on frame 33. Here is the side view of the walk.
Ok so with that stuff posted, Ill post my work flow next for this particular walk. After that's explained, hopefully i'll be able to start getting into much cooler personality walks that are outlined in the book.
Friday, December 25, 2009
watching your arcs pt2
So arcs aren't always good.
Heres an example of an arrow hitting a target, and an arrow missing the target.
One more example with a rigged character.
watching your arcs(pt1)
Most of the time arcs are figures 8's or they are in a wave pattern.
So I guess now is a good time to practise my arcs in these patterns.
incidentall there is a great tool in maya that im continually shocked to read of ppl not knowing about still. Its called the motion trail. Simply select your object you are animating, go to animate and create motion trail. Automatically you will see the arc of your selected object. One other object im finding very useful lately is the ghost selection object. You can set the amount of frames prior to and after the frame you are on and see where the object is on those frames. Its a great way to figure out your spacing and plot your arcs. It will work interactively with you as you pull points around in the graph editor as well. Great tool!
First a circular arc. ( you can see the motion trail working here)
All I have done is set a key at 1 and 25 the same. set a key on 13 the opposite. set a key on 7 and 19 the opposite again and splined it. And you pretty much get a perfect circle. So if you are blocking in a hand doing a circle arc you know how its done. frame one = 5y frame 25= 5 y frame 13 = 5y. frame 7 = -5x frame 19 = +5x and just spline it up. This is what you get.
Figure 8 now.
same formula as before pretty much. Just a couple more keys in the y axis and you have a figure 8.