Artwork > Finished Works and Works in Progress
Character Anim8ion
mak:
id let you have one of mine but im not sure how to send it
johnar:
mak: :)
I'll probly start off with press-ups?, and then some situps.
You could try having a go at either of those. When i've done mine, i'll post the .an8 file here, and if you want to, you can download it and see if anything in there might help. (questions welcome).
rellik420: if i post the .an8 of the situps, you could download that and use the character out of there.
He will just be a simple sphere and cylinder dude though.
davdud101: lol. I think you must've posted in the wrong thread. Do you think you could move or delete that last post. Cheers
hihosilver:
rellik: http://cg-nation.com/repository
The first file in the repository is a .zip file of Anim8or rigs. Some more complicated, and some simpler, they're all very useful though.
I hope that helps.
davdud101:
whoops, ur right.
johnar:
Hi,
This is my anim8ion stickman. (or should i say 'sausageman'.) (Gym.jpeg below)
Anyway, i've uploaded this character for you to download if you wish. Included in the .an8 is the complete 'press-up' sequence, and i've added a couple of morph targets to eyes.
You're welcome to use him for any anim8ions. His name is 'Gym'. ;) (Gym.zip below)
This week, i tried press ups.
Not easy using FK animation.
The problem is keeping hands and feet on the floor.
Naturally, when in the 'up' position, hands are firmly on floor. But when bending the arms to go 'down', of course the hands will move with the arms. So i had to manually position the hands 'frame by frame'. (far from perfect)
This type of movement is probably one of the biggest disadvantages of using an FK animation system, rather than an IK system.
Press-ups give a perfect example of this shortfall.
Sit-ups, on the other hand, should not involve the same problem, as the majority of movement will be in the torso.
My next exercise will be sit-ups, and if they go well, some other exercises too.
:)
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version