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.
No comments:
Post a Comment