The animation is looking good. The jolly walk is the best one in my opinion. The others seem to be feeling a bit too static. I think it's mostly an issue with keyframe placement but it's good for a second blocking phase.
Nice. What technique do you use for mocap, the new "bone retargetting" technique in the new mocap tools interface from GSOC Pepper? Or did you simply weightpaint in the bvh armature to your character's mesh? I've done it the second way, and it's the only way I've been able to make it work correctly.
Oh, I know, since this character is a lot of individual parts, you parented each bodypart to each individual bvh bone, right?
@AniCator Because mocap is the only way to create character movement that doesn't "seem to be feeling a bit too static" after weeks of tweeking and work in a preview window that is increasingly slowed by it.
But hey, stick to the old-fashioned way if you like. It's cartoons; who said that everything in CGI has to look "realistic"?
Very nice! Animation is hard to do, but your doing great so far!
testingte 7 months ago
great. you should add some music. it add value to your animation :)
davythespecialone 7 months ago
Did u use IKs and FKs?
SugaredBacon117 7 months ago
@SugaredBacon117
The Norman rig which I used here uses some IK for the legs, yes. And the spine is IK to an extent.
eedobaba7726 7 months ago
Dang. What character was that again?
The animation is looking good. The jolly walk is the best one in my opinion. The others seem to be feeling a bit too static. I think it's mostly an issue with keyframe placement but it's good for a second blocking phase.
AniCator 7 months ago
I really liked the facial animation at the end. Very smooth and very emotional.
For some reason this model always reminds me of Woody from Toy Story...
SkyJW15 7 months ago
@SkyJW15 Yeah, I thought so too: very Pixar-y.
DaTux91 7 months ago
Nice. What technique do you use for mocap, the new "bone retargetting" technique in the new mocap tools interface from GSOC Pepper? Or did you simply weightpaint in the bvh armature to your character's mesh? I've done it the second way, and it's the only way I've been able to make it work correctly.
Oh, I know, since this character is a lot of individual parts, you parented each bodypart to each individual bvh bone, right?
MartianStories 7 months ago
@MartianStories *sigh* He hand-animated this. Why does everybody talk about mocap nowadays? :(
AniCator 7 months ago
@AniCator Because mocap is the only way to create character movement that doesn't "seem to be feeling a bit too static" after weeks of tweeking and work in a preview window that is increasingly slowed by it.
But hey, stick to the old-fashioned way if you like. It's cartoons; who said that everything in CGI has to look "realistic"?
MartianStories 7 months ago
@MartianStories You're very wrong here and I'm not going to point out why.
AniCator 7 months ago
@AniCator Great day for science, then.
MartianStories 7 months ago
@MartianStories
Yes, you are very wrong. A talented animator can replicate realistic motions and make them smoother than the mocap process can.
eedobaba7726 7 months ago
@eedobaba7726 K. I'll let you know when I see it.
MartianStories 7 months ago