almatea Posted May 17, 2009 Share Posted May 17, 2009 (edited) procedural animatiom of 4-legs rig. on input: 1 curve of path-trajectory; ground (may be vertical, horizontal, etc); several float-number parameters of walk-style. a path-trajectory: generated points foor footsteps: footsteps projected on ground: trajectory of one leg: trajectory of 4 leg: copy-stamping of character in 1 phase but 2 trajectories: trayectory on vertical ground (tube): wip on russian language: http://www.cgtalk.ru/forum/showthread.php?t=23852 ============ video: walking on vertical-ground (17.05.2009): on horyzontal (12.05.2009): Edited July 7, 2009 by almatea Quote Link to comment Share on other sites More sharing options...
sibarrick Posted May 17, 2009 Share Posted May 17, 2009 Nice work so far, the motion seems a like awkward though, have you tried putting some ease in ease out into your curves? Quote Link to comment Share on other sites More sharing options...
almatea Posted May 17, 2009 Author Share Posted May 17, 2009 (edited) "the motion seems a like awkward though" this is walk of lizard, reptile - i thinked that they walk is so : ) wip is not finished - here is only algorythm of walk, adwanced setup of walking in future. p.s. sorry my english Edited May 17, 2009 by almatea Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted May 17, 2009 Share Posted May 17, 2009 Nice start! Please post updates! Quote Link to comment Share on other sites More sharing options...
almatea Posted May 19, 2009 Author Share Posted May 19, 2009 (edited) small update: animation still proceduraly. a part of user-defined trajectory inside ground (after turn to fork) - then a step is wide. Edited May 19, 2009 by almatea Quote Link to comment Share on other sites More sharing options...
bdunaway Posted May 21, 2009 Share Posted May 21, 2009 Nicely done! And quite interesting also. Quote Link to comment Share on other sites More sharing options...
almatea Posted June 20, 2009 Author Share Posted June 20, 2009 updates units overcome obstacles and other units Quote Link to comment Share on other sites More sharing options...
varomix Posted June 30, 2009 Share Posted June 30, 2009 "the motion seems a like awkward though"this is walk of lizard, reptile - i thinked that they walk is so : ) wip is not finished - here is only algorythm of walk, adwanced setup of walking in future. p.s. sorry my english YEs I think your curves are to wavy, you need to break them at each contact, and that will make this even cooler. very nice stuff Quote Link to comment Share on other sites More sharing options...
v_m Posted June 30, 2009 Share Posted June 30, 2009 hey, nice work, walking ain't easy! let me add some things. you could try different speeds in walking, and make sure that as speed changes, so does the body posture. I see that different reptilians walk differently, I haven't expected so much diversity... I haven't animated any reptiles yet so I never really studied this issue. but from what I see, reptiles sort of look at their best (and at their "most reptilian") when the body arches (http://www.bbcmotiongallery.com/Customer/SearchDetails.aspx?searchText=reptile+walk&type=Simple&clipsPerPage=60&footage=AllClipsExceptEntertainment&itemId=477b9e83-eccb-47ed-975e-d12fd07e7841), like with crocodiles, and the faster they walk, the more arched, I believe, but that might depend on species (bending around the Y axis when left to right). so the chest for example may go left-to-right quite a lot - the chest, not the head. the head just points to wherever the guy'll be looking at (http://www.gettyimages.com/detail/323-16/Photodisc) (but yeah, some reptiles, like chameleons seem to walk quite straight... http://www.gettyimages.com/detail/466-31/Image-Bank-Film) check the paths of the legs when traveling through the air, they shouldn't be just going up-down, there's a round movement there. also, the steps might not follow a straight or curve line, even if the general motion of the body does. and when the "paws" are raised, check out the bending and overlap. the tail should be more fleshy, bend more, have more overlap (of course, if you implement these procedurally it's cool and easy to try different amounts as the reptile walks , and see the walk and the posture changing in real time). find a way to fix the IK pops. in some of your videos there are also other pops, like in the lower body. that's like the biggest no-no. you have to get rid of them and have the movement flow smoothly if you attempt slow walks, they seem to have a lot of hesitation, maybe add some (smooth and slow) noise or something... well, but then maybe that's not a walk anymore (http://www.gettyimages.com/detail/354-41/Image-Bank-Film). I managed to find a few runs, and they were all very different. they seem to prefer running on 2 legs... but check out this one, it almost runs like a mammal: http://www.bbcmotiongallery.com/Customer/S...5f-b2db2b070380 also, beyond walk, there's more body stuff that you can animate, like breathing, belly movement, etc, they really give life to the creature check out this little guy..... he really likes to lick his eyes http://www.gettyimages.com/detail/jptv0053263/Jupiterfootage Quote Link to comment Share on other sites More sharing options...
almatea Posted July 7, 2009 Author Share Posted July 7, 2009 (edited) update 07.07.2009 16 units, add flow field (fields of vectors on ground for control a move of crowd). animation speed is 2x Edited July 7, 2009 by almatea Quote Link to comment Share on other sites More sharing options...
almatea Posted July 7, 2009 Author Share Posted July 7, 2009 (edited) varomix, v_m, thanks for reply!! i changed algorithm of walk-building - now it is one or several samples of animation for one steps in cycle - for walk, run, etc walktypes. it is better benchmark and possible to control movement by animators. in each step is procedurally correct translate of foot for align to ground. tail, neck, etc animated full procedurally. Edited July 7, 2009 by almatea Quote Link to comment Share on other sites More sharing options...
almatea Posted July 7, 2009 Author Share Posted July 7, 2009 (edited) small update - some crowd simulation Edited July 7, 2009 by almatea Quote Link to comment Share on other sites More sharing options...
varomix Posted July 8, 2009 Share Posted July 8, 2009 small update - some crowd simulation wow, congrats, that looks some much better. only the tails snap to fast some times but it looks great, nice job Quote Link to comment Share on other sites More sharing options...
almatea Posted July 8, 2009 Author Share Posted July 8, 2009 only the tails snap to fast some times speed of movie there is 2x Quote Link to comment Share on other sites More sharing options...
almatea Posted July 9, 2009 Author Share Posted July 9, 2009 (edited) some update... Edited July 9, 2009 by almatea Quote Link to comment Share on other sites More sharing options...
almatea Posted July 10, 2009 Author Share Posted July 10, 2009 some test: 52 units Quote Link to comment Share on other sites More sharing options...
almatea Posted July 18, 2009 Author Share Posted July 18, 2009 updates Quote Link to comment Share on other sites More sharing options...
almatea Posted July 18, 2009 Author Share Posted July 18, 2009 mix of 2 clips for turning if unit speed is close to 0 on video 1 unit in crowd (crowd is not visible) Quote Link to comment Share on other sites More sharing options...
almatea Posted July 21, 2009 Author Share Posted July 21, 2009 update - footsteps trace on ground. im made with cop on final render tempfile add geometry cop and out to displacement map Quote Link to comment Share on other sites More sharing options...
almatea Posted July 28, 2009 Author Share Posted July 28, 2009 update - 91 units, displacement and occlusion Quote Link to comment Share on other sites More sharing options...
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