Questions:
Q1. Do you feel the animation runs smoothly enough?
Q2. Is the animation lifelike enough? if not, is there anything you would do to make the animation more lifelike?
Q3. Do you feel as though anything could use some exaggeration in the animation?
Animation 1:
Darren - For this animation I feel it animates smoothly and it is accurate to the real life version.I dont thing this animation needs to be changed at all.
Wayne - Aye, seems smooth enough on the frames and what have you. Don't really want to say whether it's lifelike or not, suppose you get some 'vote Trump' types that walk around like this mind you. Definitely doesn't need any exaggeration.
Animation 2:
Darren - With the punch taunt animation I thing it is a bit staggered and needs to be slightly smoothed out a bit more maybe round the elbow area. I do think the animation is life like. Maybe adding a bit more exaggeration on the elbows will smooth it out.
Wayne - It goes from point a-z well but could use smoothing - both the head and arms/elbows are fairly robotic, but thats just a case of more smoothing and additional movements so they're more realistic. Smoothing wise though the neck roll is solid. That said it does feel life like enough, it's believable for sure. Could exaggerate the animation to extend into a punch smashing the glass etc, proper hardcore.
Animation 3:
Darren - The crane kick animation is smooth and life like and nothing needs to be exaggerated for this animation.
Wayne - Definitely smooth enough. Start is quality, you've got the added breathing/balancing movement whilst holding the stance - goes a long way to adding realism. Wouldn't exaggerate anything tbh unless you were to go spending hours on end to add all the human realism to it, which we don't have.
Animation 4:
Darren - Item pick up animation is smooth and realistic and does not need to be changed.
Wayne - Smoothing is good, realistic enough and believable, like the added leg movement too. Wouldn't exaggerate this, no need - short and simple works here, use this in your game to test how it works properly, be decent practice.
Animation 5:
Darren - the reload animation is smooth and does not need any alteration.
Wayne - Reload is solid, grip around the gun looks spot on. Wouldn't change much else unless you had tons more time.
Animated Asset:
Darren - the animated asset is smooth and realistic with some create features.
Wayne - Seems great, I guess the full animation would be far faster when used for actually shooting projectiles in game etc - easy fix in UE4.
Lip Sync:
Darren - The lip sync animation is smoothed out. however ir is slightly out on time as at the end audio stops and the mouth keeps moving but apart from this there was nothing wrong with the animation.
Wayne - Bit short and it's out at the end but otherwise seems fine, generally matches and so on.
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From a couple of short peer reviews, I can tell there are certainly improvements I can make to some of the animations, smoothing some keyframes out by adding more movement to certain joints.
There are also factors however for example, with the lip sync being slightly out at the end, which are down to the software, as I used Adobe Premier Pro to make the side-by-side video, if the software were capable of allowing me to cut a video to the exact hundredth of a second, I feel I would have produced a perfectly in sync video.
I acknowledge my animations are not perfect, though combined with software lacking in proper cropping and timing methods, I cannot be too self-critical, specifically with the lip sync animation.
With deadlines fast approaching I may not look too much into adding further manipulations right now, the animations will be looked at and possibly developed on further in the coming months as I branch into full character implementation.
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