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View Full Version : work on ragdolls and realism!



AsSeenOnTV
12-29-2008, 12:59 PM
I had the most trouble with the light ones
http://i345.photobucket.com/albums/p377/AsSeenOnTV6/weightedobjects.gif


bike jump
http://i345.photobucket.com/albums/p377/AsSeenOnTV6/bikejumpfail.gif


parkour
http://i345.photobucket.com/albums/p377/AsSeenOnTV6/parkour.gif

MaxZ
12-29-2008, 01:05 PM
the parkour wasn't very realistic but i liked the others

poppetje3D
12-29-2008, 03:38 PM
Idk Something Isn't right.....
But i don't know what...

megaanims
12-29-2008, 08:10 PM
very smooth dude

Kaas
12-29-2008, 08:40 PM
The body reaction doesn't fit the trauma he's receiving.
He's tapped on the head, and falls down. He should be pressed down by the blow, else it's not ragdoll. And besides ragdoll it just looks wrong since it would be a very specific reaction.
You should look where the weight is applied and show that spot gets the most pressure. But keep in mind that the legs visually absorb more impact then the spine, the spine only curves, it actually doesn't bend (if you're going for realism).

metal-man
12-29-2008, 09:34 PM
when he gets hit by the swinging hammer(1st animation)everythings slow,suddenly he disappears(OMG)work on that.ur still good though...

billster-knight
12-29-2008, 10:16 PM
what metal man said

Rabstar
12-30-2008, 12:18 AM
The spacing is wrong...

Ur doing:

//-/-/-/-/-/-//

Maybe make it faster, in the middle, so it looks bettar, like this:

//-/--/---/--/-//

Or along the lines of that, at least.
Ur ideas and style is quite nice, nonetheless.
The parkour was stiff and a bit uneased, though.