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procedural walking with crowd simulation


almatea

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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:

95668991.jpg

generated points foor footsteps:

62073493.jpg

footsteps projected on ground:

53977249.jpg

trajectory of one leg:

93577043.jpg

trajectory of 4 leg:

39489179.jpg

copy-stamping of character in 1 phase but 2 trajectories:

83560488.jpg

trayectory on vertical ground (tube):

13883646.jpg

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 by almatea
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"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 by almatea
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  • 5 weeks later...
  • 2 weeks later...
"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

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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 :D

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 :Dhttp://www.gettyimages.com/detail/jptv0053263/Jupiterfootage

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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 by almatea
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