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As you see I tried to animate a ungulate movement while walking bipedal (I hope my vocabulary is right).
At first I thought Unguligrade and Digitigrade movement (Animals which walk on its digits, or toe) would be alot more complicated combined with the bipedal movement but actually it's easier than the plantigrade movement (walking with the podials).
The reason: Animating the "feet" is much easier.
In case my vocabulary is completely wrong (Tried to translate with wikipedia):
Its a walkcycle of a deer, I recently made. :D
- Maybe I'll add some fur in later versions...
At first I thought Unguligrade and Digitigrade movement (Animals which walk on its digits, or toe) would be alot more complicated combined with the bipedal movement but actually it's easier than the plantigrade movement (walking with the podials).
The reason: Animating the "feet" is much easier.
In case my vocabulary is completely wrong (Tried to translate with wikipedia):
Its a walkcycle of a deer, I recently made. :D
- Maybe I'll add some fur in later versions...
Category Flash / Miscellaneous
Species Cervine (Other)
Size 600 x 800px
File Size 246.4 kB
Listed in Folders
I'd lower the skin weight on the hips a bit; the bellybutton really doesn't deform well. That, or lower your bone structure around the hips to compensate a bit (it's hard to tell without seeing the rigging and geometry :) ).
The secondaries are also a bit limited; there is no rotation of the pelvis/hips at all, giving it a very mechanical look.
I'd suggest rotating the pelvis bone by about 10-15 degrees (depends on the type of walk you wanna achieve; your actual mileage may vary) and the shoulders slightly less, but in an opposite motion (when the left hip is forward, the right shoulder is forward). It's a normal manner of keeping balance for most bipedal creatures. This, in turn, will make the arms move inside and outside their line, into an arc instead, which will also improve the feeling that it's not a machine. :)
Another alternative to rotating the pelvis along the Z axis would be to rotate it along the X axis (if you take into account that the X axis goes from forward to back); this would make it look more like this:
http://www.youtube.com/watch?v=occFkFbl3ms
And one last bit of critique would be to make it a tad faster. Right now, it feels more like he's doing a gym exercise than actually walking.
Don't worry too much about that one; I made the exact same mistake in most of my early animations. ;)
Otherwise, that's off to a good start!
The secondaries are also a bit limited; there is no rotation of the pelvis/hips at all, giving it a very mechanical look.
I'd suggest rotating the pelvis bone by about 10-15 degrees (depends on the type of walk you wanna achieve; your actual mileage may vary) and the shoulders slightly less, but in an opposite motion (when the left hip is forward, the right shoulder is forward). It's a normal manner of keeping balance for most bipedal creatures. This, in turn, will make the arms move inside and outside their line, into an arc instead, which will also improve the feeling that it's not a machine. :)
Another alternative to rotating the pelvis along the Z axis would be to rotate it along the X axis (if you take into account that the X axis goes from forward to back); this would make it look more like this:
http://www.youtube.com/watch?v=occFkFbl3ms
And one last bit of critique would be to make it a tad faster. Right now, it feels more like he's doing a gym exercise than actually walking.
Don't worry too much about that one; I made the exact same mistake in most of my early animations. ;)
Otherwise, that's off to a good start!
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