Sunday, August 7, 2011

Atle Hillmann - Car crash - Critique


alrighty, what I would do now, is hide the eye controller box and put it geometry for the floor, so we can look at intersections. As he's looking around, you want the root to be involved as well, so as the hips are moving around, we need to check it against the floor.

Overall, you're on the right track. What stood out were the IK arms and some fast timing here and there, but you're doing good!

- main area to work on for the next pass (for the same section and beyond) are his arms. The tricky thing about IK arms is that they move independently from the body and in some cases (depending on the rig) also independently from the hands. Looking at your arm/hand that holds the car, the wrist is locked in the same orientation throughout the whole shot, as well as during major body movements, like from x29 to x40. Same goes for the other hand, albeit in a less pronounced way, except from x118 to 123, where the hand goes down and screen left in a very linear way, with no arc and not chest nor shoulder movement is visible, which makes it stand out even more as IK
- that last section with the hand is also too fast; you'd think that he'd be more careful, now that he's found the piece and has the hand so close to the car
- the head turn from x60 to 66 is also a bit too fast; this feels more like he caught some burglar :)
- as mentioned at the beginning, during all those turns with the upper body, you will have to involve the lower body and hips; they are locked right now are not reacting to the body. The legs will move and shift as well, when he turns around (which in turn will have an effect on the feet, otherwise you end up with the locked wrist IK look again)
- his left knee will move when he takes his hand off, since there is a weight change as the hand is not resting on the knee anymore
- lastly, watch out for pops like on x41 to 42 (his left leg)

One more tip for IK arms. You want to emulate FK arms as much as possible. When the body rotates, the arm rotates with it. Of course you don't want it all to happen as one unit and at the same time, so you offset the arms a bit, depending on the action. But even then, it will still feel like the body is influencing the arms, which is more believable, than IK arms, where they are completely detached.

Hope that makes sense!

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