I showed this one around a bit and one comment rang out about the character needing more up and down. Now, I was following the Richard Williams method of runs in that they generally do not have as much up and down as a walk. I applied that principle to this run, but something funny happened, it lost the weight. It drove home the point that there are just guidelines, not rules to animation. There may not be much up and down in a standard run, but with this very cartoony character it needed that large up and down to sell the weight presented in the rest of the body.
Well, I must say adding that larger disparity in the Y-Axis really accomplished that feeling I was going for. Thanks go out to Eric Cerda and Brendan Body for their keen eye for motion.
My wife and brother both felt that the mace still didn’t have enough weight. So I went back over it and really payed a lot of attention to how it moves and how he’s moving it around. Now it feels super heavy to me.
I’ve been looking for a rig of a larger character, and I’ve see this particular rig on Highend 3D for some time. So I decided to download it and check it out. I must say its a great one. I plan on doing a few more actions with this one.
This is a lower quality of the final animation. With lights, motion blur, updated camera, and reworked the ending to give it a better “splash”. I added in the muzzle flashes to the rig to give it a more dynamic moment.
Still having fun with cameras and building up that portfolio. Did this one today. Need to fix up some more little issues with that second half. But I like it so far.