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Friday, February 23, 2007

Critique - Walk Cycle (Jason)

Alright, getting there.

There are some things here and there, but the biggest one is this: his body is way too low, it looks like he's sitting. Check frame 12 for instance. It looks like his sitting on a table. The pose at frame 12 would have him fall back, he's too off balance.
Also, during the passing when the body should reach its highest point, the foot that carries all the weight is going to be flat on the ground, because all the weight is on it. Right now you are starting a foot roll moments after the foot hit the ground. Keep it planted until the leg starts stretching too far, which is the reason for the foot roll. But when your feet get off the ground, your toes are not going to be bent, because the pressure is gone, the foot is off the ground. The only way your toes would point up is if the character WANTS them to be up. Which can be a character trait if you really want to, but right now it looks like a mistake. In the front view you can see that the feet are pointing straight forward, like in the characters default pose. Humans don't really walk like that, they would point mostly outward or also inward.
Your hands are dragging too much. The overall speed of your walk seems a bit too slow. With that timing, having your hands drag that far back and forth looks like it's a deliberate move. Your arms are also bent all the time, which looks a bit odd given the timing. If a walk is that slow, it would seem that your character is very relaxed or tired, which means that his arms would be hanging down a lot more.
Your fingers are also super straight.

Posing a character doesn't stop once you animated the main body parts. A hand pose says a lot about your character. Same goes for the facial expression. The whole body counts.

Think about what kind of walk you want to do. Who and what is the character? Is it a cop? An astronaut? A stressed out housewife carrying really heavy grocery bags with flowers sticking out of the bags and flapping into her face? It's not just about the mechanics.

What I need you guys to do is to look at the examples I posted. It's good reference. Same goes for the tutorials and the work of your fellow students. But most importantly, examine your animation by acting it out. Try to walk like your character, I guarantee you that it's going to be hard in your case because of the legs being constantly bent.
Do the poses that you have in your animation make sense? How does the timing feel?

You have to think outside the box, past the basic mechanics and create a character.


Direct Link: Jason's Walk

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