Home > animation, crysis, update > Walk Cycle Test

Walk Cycle Test

Here is a simple walk cycle made in Maya and exported to Sandbox2. I did it mostly to test the attachment concept with MayaCGF. So the only smooth skinned elements are the bones and the chainmail cowl. The other attachments (shield, sword, etc…) are rigid. Note that the secondary animation on the quiver is automatic; you just choose an axis and a damping value.

Categories: animation, crysis, update Tags:
  1. May 19th, 2010 at 22:49 | #1

    That automatic overlapping animation on the quiver is cool. Is that a feature within Maya or Sandbox? If it’s in Maya how did you do it? Was it a tool you wrote/found or a native Maya function I’m not aware of?

  2. Seith
    May 20th, 2010 at 22:51 | #2

    That’s a feature of Sandbox2. Some kind of cheap dynamics; you choose the axis, the amplitude and the damping value. But I’m sure there could be ways to get the same effect in Maya, probably with even more control.

  3. Merhunes
    July 20th, 2010 at 15:28 | #3

    Hello,
    I’m so interesting by your work , and I have a job for you if you want … But it’s not a really job it’s for a crysis mod based on cryengine 2.
    I’m the co-leader of the team Anonym arts production and I would find an animator like you…
    Your work is really amazing.
    If you want contact me on MSN/mail.. But I’m french and my english is not good.
    Thanks and good luck.

  4. July 25th, 2010 at 11:22 | #4

    That is a great walk cycle animation, good job. We are an independent game studio and also use Maya, but we use UDK and Unity for game engines. Do you work with either of those?
    Thanks?

  5. Seith
    July 30th, 2010 at 10:55 | #5

    @Mehrunes: Thanks very much for the offer, but I’ll have to pass, since I’ve got a full-time gig at the moment. (Oh, and don’t worry about that French thing, I won’t hold that against you, being fairly French myself… 😉 )

    @UnrealPHD: Thanks. I tried using the Unreal Engine very recently, but I have to confess I ran back to the CryEngine while crying like a little child. For me it just comes down to the quality of the lighting engine; I just wasn’t able to get something I liked using the UDK.

  1. No trackbacks yet.