I have tried to do what Sarah suggested and have each of the legs come down at a different time but this was incredibly difficult to work out and would cause trouble when it comes to trax. The way i've ben treating the spider is the front legs run at complete opposites of each other and the back legs run in opposites to each other, so to get the legs to come down at different times i offset the back legs all by about 4 frames and it really didnt look right, ive got it saved so i'll show the team when i see them tommorow.
Heres the best cycle i managed.
Then here it is from the side at 75%speed walking (lookin back at it it doesnt look like i've had it cover enough ground)
And walking at about 60% of the speed.
I know the 60% looks a bit jumpy but whatever we do is going to cause basically thr ecomputer is getting rid of frames to speed it up. I really need some input on where to go from here cause i really want to get this out of the way now and just get on with the actual animation.
2 comments:
Motion Blur? perhaps this will blur ur spiders legs enough... or speak 2 Dan about AE and blur it up in there to solve your problem if you can't get the legs moving right. Just a thought that you might be able to not see it when its moving fast?
Its getting there, but somehow still looks jumpy. I think looking at the walk from the front view gives that impression, but when I played the playblast from the side, it seems to be fine. To be honest I didnt really know what was wrong with the some of the initial tests you and sarah worked on, i know it was more of a dog walk but i didnt think that mattered. You are animators afterall so maybe its not my place to interfere lol
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