| 07-03-2006, 04:36 PM | #1 |
I'm actually trying to improve the animations on this model. I've made the attacks a little faster than before, but overall it's still bothering me. I know it can be better, but I'm still too inexperienced at the moment. ![]() |
| 07-04-2006, 04:58 PM | #2 |
If an animation appears choppy, what you need to do is add a few more key frames inbetween your current ones. I don't have a viewer with me now, sorry. |
| 07-04-2006, 07:00 PM | #3 |
I'm just hoping for some criticism and suggestion to make the animations look more natural. |
| 07-04-2006, 11:14 PM | #4 |
The death is too slow, I'd just make him fall over without the falling on the knees first. In the stands, he's looking too hunched, try and straighten him up and spread his feet a tiny bit more, they seem to be completely static in the first 2 animations... Speed up the walk, it's way too slow now, and try to make him drop a little when his foot hits the ground. The attack slam is also a bit too slow, but other than that, everything looks fine. Keep in mind I'm no expert, I'm just looking at the animations and trying to imagine what would look better :P |
| 07-05-2006, 01:59 PM | #5 |
It's hunched because it's supposed to be an orc. My main problem is the walk anim, I just fail to capture the essence of the movements. :( Attacks are fine for you then? |
| 07-05-2006, 05:47 PM | #6 |
A couple of things. First, you're using oinkies program, right? Did he give you a newer version since we last attempted to get one from him?:) Second thing, you have his back hunched over and thats fine, but bend his legs more! Have him sort of crouched down, ready to attack or something. Even in the normal stands he's just with his legs straight up. The attacks are good, but you have to have more leg movement, especially on the last one. If he would swing his arm over the top like that we would probably step forward or incorporate his legs for more power someway. All in all the animations are pretty good. |
| 07-05-2006, 06:33 PM | #7 |
- I'm using an old version; somehow it has less bugs than the newest. >_< - I know; unfortunately moving the legs only is a pain because of... tecnical issues of the program. There are no grids or reference marks on the screen so I fear to move them too much, over or under the ground. Also, using moviment keys would stretch the mesh, so I'm using rotation only. It is that what you people do or I'm doing wrong here? |
| 07-05-2006, 06:34 PM | #8 |
If he's hunched over during the walk, I think the knees should sort of stay a little bent, like he's doing a caveman run. The attack animations are nice. |
| 07-06-2006, 01:42 PM | #9 |
I've changed the walk and attack slam now. Hopefully they are better. Thanks for the feedback to everyone. |
| 07-06-2006, 04:12 PM | #10 |
The attack slam looks much better:) The walk still needs some work, I realized why it doesn't look right. When you run your back foot goes more directly forward, not back to the right underneath your body and than forward. Also when you bring your foot forward you never straighten your leg, you keep it bent with your knee farther forward than your foot. I made a picture to further explain what I am saying. |
| 07-06-2006, 05:10 PM | #11 |
Thanks for the tip. Better now? |
| 07-06-2006, 05:47 PM | #12 |
Yes, much better now . |
| 07-08-2006, 03:40 PM | #13 |
Big update. Changed the stances, finished the death animation, and added a new attack; plus some tweaks here and there.Note: for some reasons, the wc3viewer can't display some animations correctly, use magos' editor instead. |
| 07-08-2006, 04:13 PM | #14 |
how many key frames did you use for the "walk cycle"? |
| 07-08-2006, 06:55 PM | #15 |
I've no idea... there isn't an option to check that in this program. Why? |
