- Modifié
Warrior project
- Modifié
Please critique this hero walk animation! Trying to perfect it as much as possible.
Image supprimée en raison de l'absence de support de HTTPS. | Afficher quand même
He looks a bit like he's underwater. Are you using straight ahead or pose to pose? See here:
Animating - Spine User Guide
This might help (somewhat dated, but useful):
Spine - Run animation tutorial - YouTube
Try animating spineboy like in the video, then use the same process on your skeleton.
The animation is slowed way down, maybe that's why it feels underwater? If not, let me know.
Pose to pose
Here it is, faster.
Image supprimée en raison de l'absence de support de HTTPS. | Afficher quand même
CONS: He's so tall yet his legs never get to be straight, his torso has that cross drawn on it that should deform a little bit more considering his shoulder/arm. His arms look like they're mechanically going back and forward. You could let the hand where it is one or two frames longer rather than going along with the movement all at once, it's a little thing but it would give a different feeling.
PROS: I like the head bouncing and the fact that you remembered to make the whole body go up and down. By the way, wouldn't that axe be more heavy thus pointing to the ground rather than to the sky when he's not using it to attack? I also like the idea of a thin skeleton with tiny feet, a complete version could be really cool.
(if this character had been beaten up quite heavily the fact that he can't get his legs straight would be quite expressive! as if he's really suffering, so the leg thing isn't necessarely bad, depends on the character you want to express )
This seems more like a swagger than the kind of walk a serious warrior type would have. Too much head bounce and not enough focus on wherever he's going.
You might want to pick up the 20 principles of animation book on Amazon; it will help you get into the swing of animation.
Erikari a écritCONS: He's so tall yet his legs never get to be straight...)
Thank you for the feedback! I agree with your points. The scale of the warrior in the game will be quite small, so luckily a lot of these finer details will be nearly invisible. I'll be using this as a base skeleton for multiple skins.
Xelnath a écritThis seems more like a swagger than the kind of walk a serious warrior type would have. Too much head bounce and not enough focus on wherever he's going.
You might want to pick up the 20 principles of animation book on Amazon; it will help you get into the swing of animation.
I'm familiar with the 20 principles, which principle do you feel hasn't been applied properly?