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This topic has moved here: Subject: Brute Chieftain Character Animation
  • Subject: Brute Chieftain Character Animation
Subject: Brute Chieftain Character Animation

My first Character animation - I chose to create a Brute Chieftain as I love the overall armour design;

http://www.youtube.com/watch?v=OOaYZ_itNAc

[Edited on 10.21.2010 12:58 PM PDT]

  • 10.21.2010 12:57 PM PDT

nice

  • 10.21.2010 2:15 PM PDT
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how did you do that?

  • 10.23.2010 2:20 PM PDT
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  • Exalted Member

gotta go fast

Hang on while I pick up my jaw.

  • 10.23.2010 2:58 PM PDT

love it just get some more figures and a bigger budget and you'll be on Adult Swim in no time

  • 10.24.2010 2:41 PM PDT

"In Tutela pro Tribus!"

You certainly have the weight done right (which is the biggest challenge, so HUGE props to you there!), and the modeling looks good. Your camera rotation needed some work, however.
Occlusion pass is a nice touch, particle generators as well...however, the shockwave sphere that seems to surround the hammer's head needs to be faster, probably only 2-3 frames total, with a small start and LARGE dissipation at the end.

The only OTHER critique (Im an animator as well, so I apologize for the crits...lol kinda in my nature from studio work) is his left hand...if you swing an axe down to chop some wood, you place one hand middle-up and the other near the bottom...the hand at the middle eventually slides its way down to the bottom as the inertia of the swing takes it there...
I would have done that in yours....have him LIFT with one hand, and as he brings it around to hit, grab that end with his free hand, while his hand that is ALREADY holding the hammer slides with the inertia...again, look at how you would swing an axe to chop wood.
It looks like the hand DOES grab the hammer at the end, but then it goes back to the camera rotation.

For added effect, a slight motion blur on the hammer, and a mild camera shake would add some OOMF to the impact. ;)

Hope that helps! Ya know....from one animator to another! :p

[Edited on 10.24.2010 10:03 PM PDT]

  • 10.24.2010 10:02 PM PDT

Thanks for the pointers :) I think the idea of some camera shake would be awesome so I'll definitely give that a try! And I certainly agree that the Hammer Shockwave needs to be bigger; I might try to put it through a Havok Simulation and see if it can force all of the fragments out like it does in game. I'm still working on the biped also, so The Axe idea will definitely work better - I'll go through it and upload a refined version when it's done.

  • 10.25.2010 10:51 AM PDT