Sunday, 12 January 2014

Counter and staggering

Counter and staggering

Again changing another goal in my animation plan instead of having props I thought I would have more movement and likely scenarios that would occur in a fighting simulation game. Moves such as countering and staggering an opponent is what I will have instead implementing props into my animation.

I will make short animation showing a counter attack as well as a stagger from being hit from the counter. Looking through my earlier research on dodging I used the knowledge to create a counter attack.
Here is the reference of myself dodging the incoming attack and countering with a right punch.



Establishing key poses






The foot work on this animation was tricky as I felt I was on my toes most of the time when creating the reference footage. Making the rig step forward on its toe was simple but when it came to twisting the toe to show force in the counter punch I’m not sure if it’s convincing enough to give that punch power. Another problem I faced which I eventually overcame was how the arm would cock into position before executing the punch. The problem was within the elbow and wrist joints which were fixed using the graph editor.
Here is the result of my counter


Looking at the final result I can see that my model wasn’t bending down as much as the reference footage was but the reason why I was not able to put the rig in that position is because it would break and become very deformed so I brought the waist down as far as the rig would let me. But I think I’ve still manage to show a certain amount of force being shown in the punch to stagger an opponent.


Staggering

When thinking of how to stagger its usually when your off guard and being hit from a blind spot or anywhere if you don’t see it coming so to try and capture the essence of staggering I filmed myself throwing a jab and pretend to be caught off guard by the punch.

Footage of jab and stagger

Breakdown key posing positioning.

Taking hit

Step back

Step back 2

Regain footing

The Key to making this animation was the position of the feet and arms as the model went back sharply before regaining its footing. It was different than the rest of the animation as this animation was led by the head due to impact. So to try and seem like the head is dragging the body. And by adding in the quick foot work I felt that it really achieved in creating a stagger.


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