Yup he's walking. After all those weeks in spidey bootcamp and he's finally got the message.
In the end we pretty much merged what i was doing with the front legs with what Sarah was doing with the back legs, we've shown it to Dan Dalli and he's given it the thumbs up.
We've also divided up the animatic between the two of us so over the next week or so we'll be doing all the animation.
Enjoy.
Sunday, 30 November 2008
Wednesday, 26 November 2008
back leg ahoy!
Yep, this video only concentrates on the back leg motion so please ignoring the spasms in the front, just a quick playblast to show matt my idea.
Limitations
Dunno how much more i'm gonna get out of this walk cycle, i seem to be just repeating myself. The shoulder joint is extremly limiting (we should have had it push out instead of push in) so you have quite a limited range of movement, but nevermind. Have managed to do a couple of different walk cycle today but because of the movement limitations they seem to be changing the timings of the legs as opposed of changing the movement.
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.
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.
Monday, 24 November 2008
Sunday, 23 November 2008
Bloody Omaha
Checked out that video recommendation from Rob Jones, not sure if its entirely relevant but its defiantly worth a watch to see how they transformed one environment to look like another with limited resources and time
Obviously this is not the full episode but after a mass search on youtube and on bbc iplayer, the episode seems to have been removed..at any rate its a great example of digital environments.
Obviously this is not the full episode but after a mass search on youtube and on bbc iplayer, the episode seems to have been removed..at any rate its a great example of digital environments.
Spider Vision?
Just couple of videos I've been recommended to watch via my gaming mad brother that could influence the look of spider vision for our piece.
First is from metroid prime, a possible example of the computer set up view of our dear spidey. Interesting colour concept (though maybe we want to go with red to match the spider eye) as well as icons etc.
Second video is from Bioshock as is the view from the view of Big Daddys (please ignore the idiot talking whilst hes playing, i couldnt find a better video to display this view point) Anyway, the view gives a nice warped fish eye lens that we might want to consider for our piece.
Subscribe to:
Posts (Atom)

