Tuesday 22 November 2011

character walk cycle 3

This time to try and make life easier, i stuck to doing the keyframes, just to see how a stomp would look.
again consistency with volume is an issue but not as bad the previous, i made her a bit older deliberate so that her legs would be longer, therefore easier to work with.

character walking cycle 1

so now i have more of an idea how i want  my character to move, and her appearance, i was hoping the walk cycle would be a bit more straight forward.
However i found that i had restricted my characters movements while trying to exaggerate them, which of course doesn't really work.
Here is the first half of one step, at 15fps.

The little girl has welly boots and is traipsing through the mud. it was pointed out to me the movements were not yet exaggerated enough and when marching trough mud, the character should be more aware of the steps they're taking.
and just general consistency errors, for example the right leg stretching and instead of looking like the character move up on the high step, the head kind of grows. Therefore it would probably be a good idea to consider starting it again.

Wednesday 9 November 2011

character design walk cycle 1

We've been set our new brief, which is the character walk and ball bounce exercise, which has to range from 20-30 seconds long, with a series of other objects and environments to interact with.
Here is the first walk cycle of my character design. I did this so i could see how the level of detail looked while doing something as simple as walking.
Ok, While this is probably my best walk cycle yet, the characters design is all over the place and throughout the walk is inconsistent.  the best part of this is probably the legs the rest demonstrate that perhaps i need to go back to design level, and simplify my character further, or even move  away from a character thats is this human.