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>be master at plap animation
>cannot do a simple walk

Why does this commonly seem to filter so many animators?
Is it really that hard to animate walking?
>>
>>1004451
Is that real time or a cinematic? Feels like the ground is super uneven.
>Is it really that hard to animate walking?
It's infinitely more annoying than running that's for sure.
>>
>>1004451
It's hard because in order to pull it off you need a non-standard rig that can hyper extend the leg without experiencing 'IK popping'.
If you have the obvious thing everyone tries at first and run a simple hip-knee-ankle joint setup with inverse kinematics between the
hip and the ankle as you pull that chain straight there is a noticeable speed up as the line extends because the speed at which the
triangle closes approaches infinity.

So the 1st thing you need is a leg rig that can hyper-extend and compress without this artifact occurring so that requires a 'master rigger', not a 'master animator'. Characters Walking with a deep bend in one's knees is a tell-tale sign a simplistic IK solution was attempted.

The 2nd difficulty is the animation; When we're dynamic or moving at speed we have momentum and short intervals of ground contact so it is much more
easier to mask any erroneous physics as what happens to the center of mass has a more linear ballistic quality to it.
While walking on the other hand you continously balance your load above both legs simultaneous during the transfer of power and remain in contact
vaulting over the planted leg while rolling your hips in a subtle rhythm to load up the lead leg.

You need a rig that stabilizes the upper body while letting the hips roll independently and smoothly underneath while accounting for the continuous
and smooth transfer of loaded forces into the ground. If you're attempting realism you need a keen eye for subtle detail and arguably
a good understanding of the physics at play to understand what is wrong with what you're seeing to know what needs to be corrected and why.
The subject matter is something we all see done effortlessly daily so anything too stiff/odd/mechanical will immediatly look off to your entire audience.

So yes it is hard; if you can animate a realistic walk cycle that looks as if it where motion captured you can animate just about anything.
>>
>>1004451
if they only ever make plap animations they get stuck only knowing how to do that and all their ideas of how animating the body works usually comes back to being based on what they know about plapping
like when animefags try to draw realism and everything still looks anime-ish and ugly
>>
>>1004451
I suspect it was the cloth sim that made him simplify the walk cycle. That sunlight however, is horrendous. It's too bright and washed out.
>>
>>1004462
this is retarded, you just need an fk/ik snapping mechanism. something easy to script and usually included by default in the rigify and ARP rigs. wouldn't expect a porn animator to know that though.

>>1004451
>key penis in
>key penis out
>sell 5 second loop to hungry coomers
this does not make you a good animator. most of them are good renderers, not good animators.

also thanks for yet another porn thread, the other 12 weren't cutting it.
>>
yeah really walk cycles are all up in portfolios for a reason. characters will walk A LOT and it is really hard to do.
>>
>>1004474
This is why Blender is known for noobs, rigfy can’t do stuff like cartoonish animations or anything related to action. Nothing in Blender is ever built for beyond the basics.
>>
>>1004482
You're just flat out lying now. Rigify has fk/ik snapping built into it by default and blender has a system specifically designed for cartoonish animations called b-bones. Why is it people always feel the need to lie about blender and nobody does that when it comes to autodesk software.
>>
>>1004482
Seems like blender lives in your head rent free. Why are you so obsessed? If it really is so inferior why worry about it so much? This seems very much like cope and envy.
>>
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>>1004451
Because it is more difficult to replicate a natural action, like walking or drinking water, than it is to depict a thing with no natural analog, like superheroes crashing into buildings or genetic freaks getting stuffed with elephant cocks.

The illusion of life, as the Disney animators called their work, is a dead art. It requires a sharp eye and an intense study of natural forms. And so the 3D art space, though filled with artists, is starved of art with substance.
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>>1004489
>>1004492
>iT cAN dO iT
No it can’t - source google
>>
>>1004451
>Master at plap
At best all they know how to do is animating a repeating an in/out motion that lasts all of 20 frames. Anything else on top is just window dressing.
Titty and ass physics? They've got nothing to do with that. Anything outside the realm of pistoning a dick, they lose all semblance of their animation "knowledge" (and I use that term very generously).
Porn animators are literally the lowest tier of animator in terms of skill when you compare it to the wider world of professional animation.
And this is coming from someone who will partake in the consumption of 3d porn from time to time. Even when I'm coombrained I can't unsee super fucking basic mistakes, even from "high tier" porn animators.
>>
>>1004513
So you are claiming that rigify doesn't have an ik/fk switch built into its system and that bbones don't exist?
>>
>>1004489
>people
You are, again, talking to the fucking sandworm chink.
It's the same schizo every single time.



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