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Thinking
Outside the Box: By Paul "Villam" Steed
So we have her looking good in the side view. What about the front? Let’s see…
Yechh. No ‘tude, Shauna. We got the fries but we forgot the shake. To fix it we need to simply bring her foot in a line and rotate her waist into each stride. Since we’ve previously set keyframes at each frame in the side view we need to go through each one and slide the foot over to that convenient center line. First the left… …then the right. Looks good but we still need some torso swing for more…ooomph. So at frame 1 and 15 we rotate her torso into her arm swing in counterbalance to the leg she’s thrown forward. And you know what? That’s it. She’s walkin’ the walk.
Naturally adjustments to the gait and stance vary per character, but regardless treat it and all your animations like an outline. Block-in the more basic parts of the anim for timing and mechanical reasons. Try and let the computer do as much of the work as possible while gently nudging the mesh where it needs to go to look right. That’s the key after all. Making the stuff look right. In animation image really is everything. Right, Babe? Say buh-bye, Shauna…
Later ps
- Paul Steed is an incredibly opinionated 3D artist for id Software.
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Credits: Thinking Outside the Box logo illustrated and is © 1999 Dan Zalkus. Thinking Outside the Box is © 1999 Paul Steed. All other content is © 1999 loonyboi productions. Unauthorized reproduction is strictly prohibited, so don't even try it. We've got really big guns, and we're ripped, baby. |