Refining the animation - Leisure walk
In the
next few blog posts I will be discussing about the problems I have identified
in one of my older blog posts (Animation progress status and observed issues)
and how I have solved them over the past few weeks. The posts will each be
focused on one of the animations separately, starting with the leisure walk
animation in this post followed by the sneak, the bold walk and ending with the
running animation. I believe that by organising the blog posts in this way will
make it easier for me and anybody else to refer back to if necessary, as well
as keeping the blog posting constant, tidy and succinct.
The leisure walk
The
issues I have identified last time in this first part of the animation chain were
that the walk is rather wobbly and some of the steps are unequal.
The
seemly unstableness of the model when walking was caused by the excessive movement
of specific parts of the body. For example, upon taking a closer look at the
first 20 or 30 frames I have noticed that the upper part of the body was
rotating too much with each step. The pelvis area of the character was also
shaking too much as if the character was supposedly dancing instead of walking.
These small details and several more were causing the walk to look shabby and
somewhat robotic, as seen in the past video renders.
The
asynchronous movement of the upper body and the legs was also making the walk
look unnatural, as the hips and the shoulders need to be moving in opposite
directions to each other as seen in the reference image below (taken from ‘The
Animator’s Survival Kit’ by R. Williams):
Another
important factor is the hands and arms movement, which I also had to refine so
that it better follows this image, also taken form ‘The Animator’s Survival Kit’
by R. Williams:
There is
also the ‘Arc’ animation principle that states that the arms, like a thrown
rock affected by gravity move into an arching path when travelling back and
forth during a walk or a run. This is a subject I discussed about in my ‘The 12 principles of animation’ blog post. This is what the arms and hands movement
looks like now:
I have
also encountered a few issues under the form of ‘floating’ steps if I could
call them that. During the up and pass poses, the main leg that’s used to push
the body up and forward doesn’t come into contact with the ground, making the
character look like it’s floating:
However,
I have since taken care of the issue and now the feet come into contact with
the ground as it should. Doing this also allowed me to re-establish the travel
distance between some of the steps, making them look more equal than before:
After
the final touches I can say that the walk definitely looks better than before. Here
is what the leisure walk animation looked like before and how it looks after:
Before |
After |
References:
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