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AkinYaman 135 posts
this is one of shorts that l do for practising animation in my break times
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Richard 1,943 posts
wow that is sweet , where is the model? lol
don't forget to do that second motion thing...
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AkinYaman 135 posts
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Richard 1,943 posts
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AkinYaman 135 posts
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Richard 1,943 posts
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David Holy 302 posts
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AkinYaman 135 posts
hi there,
here is the first look of the Disneys lama from the point or me. l didnt go far with the modelling as it would be an animation...
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Richard 1,943 posts
that is sweet , i really like the model...
btw what is the "e" for and what is the arrow for? i know its for the rig but what do they controll?
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BColbourn 2,323 posts
holy damn thats some nice modelling, i find artoony things harder to model for some reason.
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Maria 164 posts
Awh, he's all sweet and fluidy! And moves so natural too, like a...err... a real cartoony llama would.
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Global 1,589 posts
Man that looks great! Really nicely modelled - you say you didn't got too far with it, but you certainly captured the charcter with this model
As for the animation - I think it starts off very nicely but there are quite a few jerky movements throughout. The movement suits the character and style (ie cartoony) but I feel it needs to be a little smoother overall.
One problem I can foresee with animating this guy is that it looks like you have an FK neck there. (which is kinda standard practice for any character)... but with something that has such a long neck you may want to use spline IK (or even standard IK may be ok) - that way you can have the body bouncing around on say, a walk cycle, but keep the head nice and level.
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AkinYaman 135 posts
thanx fellas,
mr_killer_ hi pal, 'E' shape is for the eyes

and the arrow is to be whole upper body controls Parent.
ridestowe_ cartoon is always my number one joy, l like the them a lot and always have fun with them...
WaterMonster _ am happy to hear that, but this is just the start yet, some more action will becoming, keep the eyes open
Global_ thanx buddy. about the animation above, it was just a test to see whether l can manage a lama do something and not touched for fine tune. the keys are not broken down for smooth flow but just extreams oweroll. so we can say that the low poly rig is just a quick look example and nothing to do with the new model and will be animation.
as for the fk neck, l sometimes fk comes to me more manageable then more free spline for example when turning the whole neck to make the lama look back. l dont know l will see the result so it can change to spline system all the way, but l can say that l used ık spline for the tail and the ears...
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BColbourn 2,323 posts
one problem. how is he going to talk?
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David Holy 302 posts
Talking? do you ever heard of a talking Lama?
I supposse this would be very easy to make: simply change the head with detaching and add it with some morph targets!
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AkinYaman 135 posts
ridestowe _ good mark, l did not mean to make a talk job for this fella, l will do some stage animation that involves body language...
David Holy _ hahahahha thanx man, you made me laugh,
yes there is ways to get this matter down with morf targets that called blend shapes in maya or do some core bone structure to drive the mesh...
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AkinYaman 135 posts
walk cycle test :
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Global 1,589 posts
That's a nice start - I know that 4 legged walk cycles are a real pain though.
You've gone for a marching crossover gait (a '2 time' trot) that suits the character quite well - but I'd still be inclined to break up the key frames a little so you don't have both back and front feet hit the floor at the same time.
There does seem to be some IK pops too, particularly in the back legs - so be careful not to over extend the legs.
Keep these anims coming mate
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BColbourn 2,323 posts
his neck seems really stiff
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AkinYaman 135 posts
TEST ANIMATION:
hi pals l made a test animation practising timing, and like to share it with you here,
Global _ yes breaking the cycle of the foot will be better, thanx
ridestowe _ you are right man, its look like a tree log, l will check it out, thanx
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iest_rob 1,671 posts
Hey AkinYaman, HE HE, the guy climbing the wall is excellent, the only crit i have, and im not shure if its true or not is that when the little guy is dragging himself up onto the block, as he's going to stand up, it looks like his feet is going through the block - as i said maybe it isn't. But otherwise i think it's spot on, great stuff!
-Iest
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Global 1,589 posts
Yeah that's a really nice little timing exercise and it turned out well
I really like the little struggle to get up on to the box, the shuffle of the feet and little drop mid way through the climb (though as Iest says there were some intersection with the legs and box) Timing wise I think a bit more of a struggle would be good - after that little drop he begins to pull himself up before he kicks with his legs which kinda makes it look too easy. I'd also suggest delaying the entry of the ball to give it a little more anticipation and more of a comic effect... difficult to really crit on timing though as it's quite abstract and everyone has there own personal taste.
Just a quick couple of things not timing related (hope you don't mind) is that the guys leg 'breaks' as he jumps toward the box, just a couple of frames where his leg reverses. Also the ball seems to disappear... when it hits him it just goes out of the shot but it just seemed a little odd to me.
Heh - I've rambled too much

Keep it up bud, I like watching these anims.
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AkinYaman 135 posts
a new test, but this has so many things to tune up and polish, l put the file like this to show you the idea
iest_rob - Global thanx guys
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troubadour 207 posts
haha...rodeo clown...
very funny and well executed
hugs
troub
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Franklyn 553 posts
i LOVE it .. i wasnt expecting that at all .. i thought someone would hurl a beer at him or shoot the mug infront of him or something . keep them coming !
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AkinYaman 135 posts
thanx pals, l made up a simple Animation Mentor type ball head guy and here is first test : a walk cycle
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TheOnlyAaron 188 posts
Akin : Looks nice, he/she/it really has some bounce in it step, i noticed that you had the heel coming up from the ground when the other leg was just about paralell with it, that may be a bit early, unless it is what you need to do to keep the toes on the foot moving forward from clipping the ground.
The squash and stretch on the ball is a nice touch, although i think it looks a little exaggerated, and may be a bit too much, quickly changing shape. Or it could be happening a little too soon. It looks almost like during the upstep the ball is getting narrow, instead of it bulging with weight when it hits the ground. Maybe play with that timing a little.
It looks nice and keep up the great work!
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Global 1,589 posts
A nice exaggerated walk there Akin. It looks good to me but I do have one crit - you seem to have 'rail feet'. It's something I read about in an anim tut a while ago... basically it means that your feet don't swing in and outwards in the cycle, they just stay put on the same x axis as if you were animating in the side view only. I think a touch of that and this cycle would look great
PS. I can't seem to see the Cowboy anim.
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tiny_swallow 8 posts
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AkinYaman 135 posts
bEST View Size: 320
TheOnlyAaron - Global - ( to see the movie please click on the link ) tiny_swallow- thanx all, l will consider your comments