Turning Experiments

A series of videos I created showing my experimentation into how the character may turn in the game to, thinking about foot placement, angles, expression and position of the arms and head.

 

Basic Turn Around

  • Straighter following leg – More angular – triangular – Not natural  Not as much force behind it.
  • Like bum flipping out

 

  • Dead stop then move off – Less power/ force in the turn

 

  • More forceful and natural turn – slight slide on the turn – shows the momentum the character was going in – Give impression the character was going fast

 

  • Thinking about more angular and dynamic stance to push off from – Having a straight leg – Suit the elongated and elegant feel of the characters

 

  • Trying to get a straighter more dynamic looking leading leg – Not natural – Doesn’t feel like a strong push off which you get from a bent leg

 

  • Starting to consider what the arms should be doing – Arm swish with the momentum of the player

 

  • Needs to be faster – More forceful

 

  • Bobbie likes – in capulates the others above

 

 

  • Why would her arms stay up – Looks unnatural

 

  • Like the character ducking down into the turn – More natural – Force – However still unsure about the arms flowing behind – Feel they could show more force and gusto

  • Cat-like

Too much emphasis on hands

  • Too unnatural – due to the arms staying behind the body – But I think the power of the shoulder is good in showing the force the character needs to turn – Better shows the speed at which the player is running –

 

  • Throwing arms down shows more force but I’m unsure if this looks like more the character is ducking that turning

 

Experimenting on the other leg

 

 

  • A lot of power and force into the turn – then the turn is a little lo

 

  • too seductive?

 

  • Jumping into the turn – dynamic – playful – creates a angular pose.

 

– Wipe the arms around gives the illusion of more force – Not sure it works when trying to get the arms back behind the character – looks forced and unnatural

 

  • Less angular jump turn

 

  • Too simple

 

 

  • Looks more like I’m trying to grab something off of the ground

 

  • Too small not expressive or dynamic enough – won’t work with the long run stride

 

 

  • One arm down, one arm behind – Make it look more natural for the character’s arm to come back to the behind the character position.

 

  • Jumping it a arm down and up

 

 

  • Whipping the arm around – Needs to be quick and with more force

 

 

  • Back stroke arms – elegant and natural way to get the arms behind the character again for the run

 

  • Trying to be expressive with the head body – Show more expression in the run – Like there is too much momentum and the body is still moving forward flies ahead – Better illustrate how fast the character is moving.

 

 

  • More power to the head and body falling

 

  • Maybe the head and arms should fall to the side instead of down as this is the direction of the character’s momentum – Make it look more natural

 

  • Using shoulders to turn direction – More natural – Exaggerated but still don’t like the expressive arms

 

  • Combining arms elements

 

 

 

 

 

 

Bobbie feedback

 

Keep arms behind -Animation will be too long in game if the hands go down – maybe keeping the arms behind is better for the game in – I know it look unnatural but will work better for the game  

Don’t jump in as the turning animation will be too long – Keep it short and as simple as possible 

 

Plan

  • Select a turn animation from the ones above and create this animation in Maya using the high poly model.

 

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