Monday, 17 January 2011

Character Walk Cycles

I have gone from the completion of my characters to the animation phase and developed the walk cycles for each, in addition this has allowed establish the rigs and ascertain the function of the it too. Not only did the walk cycles increase my knowledge of the important principles quadruped animation holds which requires extensive research and analyse but also has shown me the similarities to a human cycle which in turn saved time as I have experienced producing.

So here’s a taster of the characters at work (Maya blast) and (Maya renders wireframe surface shader). You can see a sense of what can be achieved the desired effect I’m looking for.

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