Here’s the inbetweened version of the walk cycle I previously started. I am quite pleased with it now I’ve smoothed it off. It does capture an element of his age and his pride, especially now I’ve changed the had to be placed on his chest. However I do think the hat may need some seeing to.
Here’s the gif I made before touching it up a bit.
Working with what I developed last night, I’ve created this today. I’d be lying if I said I wasn’t disappointed with what I’ve managed to do today, but I only have enough time to work with this now. I will touch up the inconsistencies around the neck, the hands, the hat and the left arm and then hopefully move on to colouring.
A couple of things I am pleased with are the bottom of the robe which moves with the legs as they move underneath it and the motion of the staff. But I really hope tidying these things up improves the overall feel of the animation.
Here’s a couple of testers for my character walk. I have a vision for this but I’m having a little trouble translating this to something consistent and flowing. As you can see, these exports only have the first 5 key frames of the complete cycle but I’ve stopped at this stage each time beacuase I’ve noticed something with each of them before taking them any further.
The first is more detailed and took a bit more time to get out of me. I’m pleased with the overall look of the character, as I had my doubts about the appearance of my character from this angle initially but I’ve made it work. However, I felt there wasn’t enough motion with the head going on and the knees seem to be 2 thrirds of the way down his legs so I thought I’ve take a more basic approach to drawing the character.
The second I did very quickly to see if I could get a better motion with the head and legs but it hasn’t worked any better, the motion is too irratic – Perhaps the exargeration is too much?
I’m warming to the first test more now despite it’s being so rigid, but perhaps that’s how a man of his age moves? He must keep his head high to maintain his pride but there’s no escaping that limp he’s got.
I’ve got to get the upper body moving without exagerating the dipping of the head.
Taking on Robin’s advice from the catchup session on Thursday, I’ve changed some elements of my dynamic exercise to make a smoother and more believable animation. Two things Robin noted were that the starting position was perhaps too extreme and that the foot came up a little too early at the end.
The humanoid now starts in a more neutral pose while still giving the viewer some idea of how he’s is going to handle the task. The foot has also been delayed another couple of frames as not to look like him raising his foot is the cause of the fall but to make it seem like he’s lost control. I also added a slight pause to his leg in the air for comic effect.
Whilst getting on with that I also took the time to add in the inbetweens that were sorely missed from the last export and that’s making it run a lot smoother. I’m particularly pleased with the spacing at the end that leads up to him hitting the floor.
Here be my first run by doing my dynamic exercise with only a few key frames. I think there may be too much going on for a clip that’s supposed to be about 2 or 3 seconds long, but I’ll get some feedback before I make any cuts. It is supposed to really build up some anticipation and demonstrate the strain of the weight.
“Personally I am very pessimistic,” Miyazaki says. “But when, for instance, one of my staff has a baby you can’t help but bless them for a good future. Because I can’t tell that child, ‘Oh, you shouldn’t have come into this life.’ And yet I know the world is heading in a bad direction. So with those conflicting thoughts in mind, I think about what kind of films I should be making.”