CAGD 493 Week 10 Reflection - Christopher Coombs
Hello, this is Christopher Coombs, and welcome back to the tenth iteration of my blog! On Wednesday of this week, I had the good fortune of presenting earlier than I usually do, all thanks to an open spot in the schedule. On that day, this is what I had to show for my work of the previous week:
Honestly, the change Mark suggested for my walk cycle worked out quite well. It certainly removes the human element from the walk cycle, making it feel more machine-like. Perhaps I should follow up with him next week and ask him more about the mechanics of creating a walk cycle in this manner. Another significant improvement I've made in this animation was fixing the movement of the cockpit. While it still sways from side to side, I managed to stabilize the head significantly by reducing its tilt. I wouldn't feel so afraid driving the mech around now. The guns received some changes as well. Keaton suggested that they shouldn't feel so loose, so I reduced their bounce considerably. It's still there, but now very subtle. He also suggested that I offset the movement of the arm guns so that it wasn't in sync with the movements of the legs, which I tweaked as well. After syncing the speed of the legs, I adjusted the timing for both of them so that they lift up slowly but come down quickly. To enhance the power of every stomp, I added some AT-ST sound effects to the walk. Lastly, I reduced the overall framerate it took to complete the walk cycle
That's all for now! Thanks for checking in, and I'll see you in next week's update!
- Christopher Coombs
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