Ah, the bug drives a beetle.
Nice walk. I think it looks quite funny and fits the character well. And you even animated the antennas.
Maybe you can get the head to stay straight and the hip to move slightly up and down instead (high point/recoil). Then Vic gets a better contact to the ground and doesn't look a little bit like a puppet floating on strings.
Are you working with controllers and targets?
Do you still plan to animate the face?
I think the most important thing in animation is timing, no matter if you're animating very detailed or reduced, cartoony or realistic. I mean, not too even but dynamic movements in terms of speed. So in your example, when he slams the door: swing out (preferably taking the whole body with him a bit, not just the arm, with the head in the opposite direction), pause very briefly and then close the door very quickly. (The Beetle might even wobble a bit after the door slams shut.) Feel free to exaggerate a bit.
I initiate almost every movement with a slight counter movement. So, for example, before the Beetle would start walking.
But these are all just tips. I know animation is very time consuming and I really think your bug is already very cuddly!
Lydia,
Thank you for your feedback. I'm trying to do a better job with this Bug animation project and not hurry it like I did with others. I just did that Halloween animation, posted in the Gallery in a super-hurry with no time to do things really well (a lot of mistakes in that one, many removed), because I had the idea for that one 3 weeks ago and just had make it real, as I could see it in my mind and felt driven to get it done and rushed to get it done for Halloween...
My first Walk-cycle test for Vic the bug, was so very robotic looking - So, I went back to give him more character in his walk and animate the antenna. I'll work on the head movement and try to get the hips to move up and down - I hope I don't have problems with the Vertex Weight causing deformation in the hip area because I don't like using the Vertex Weight tool to adjust the heat map, it drives me nuts playing around with that and always hope that stuff just works without issue.
I've seen posts with controllers and targets and I have no clue on how to create them and use them - Something I should go read about now to keep in line with my trying to do things correctly this time - I'll look for any related posts and go read them - If you have any links, feel free to post...
Yes, I plan to animate the face. I was playing around with using some Joints (bones) for the jaw and using the F-Curve Controller and SoundLoader scripts to drive the mouth movement - I used those scripts for that Get Well Soon animation I did for my niece to animate the Bear's mouth mesh with a Morph tag, but I adjusted the "Conversion" formula and it came out OK but could have been better. For the test I did with Vic the bug using the joints, it didn't turn out that good. I used those scripts with adjusting the formula to animate the Skeleton Jaw in my halloween animation and spent so much time to get it as good as I could. There's a lot of tinkering with the "Resolution" in the sound loader properties that has to be done and making sure the source audio is clearly articulated... So, I went back to just working on the soundloader/F-Curve Controller with a Mesh Morph tag on the Vic Bug but there's more work I have to do to get that looking good. I wish there was more documentation for the F-Curve Controller and SoundLoader scripts related to the formula and the sound resolution (and other properties).
The eyes are separate Objects but in the Character's Joint Hierarchy (head part) and I've done tests using a "Target" tag on them and using a non-visible sphere to control the eye movement, pointing them to where I need them to go. Maybe that's not the best way to do that - so, I'm open to any input you have related to that.
When I did that test Vic Walk Cycle video, I just put him in the unfinished scene and threw in the door close movement without using poses (manually moving) just to see what it would look like. But, I will make note of your advice so that when I get to the doing the actual completed scene, with Vic and Marty closing the doors to go off on their walk, I will add what you noted about the arm, body, head, swing timing and the car wobble... Those little details like you noted all add up and make a difference in the overall feel of the movie.
Up until I got side tracked with my hurried Halloween animation, I was reading and looking at videos related to the (12) Principles of Animation - and trying to take it all in and think more about the details like you noted....
Here are some of the places, things, videos I was looking at (I posted over in the halloween thread too):
Angry Animator:
https://www.angryanimator.com/word/
Angry Animator on YouTube:
https://www.youtube.com/user/angryanimators/videos
The Illusion of Animation by Hjalti Hjalmarsson:
The Principles of Animation by Hjalti Hjalmarsson:
Thank you again for your thoughts and input,
Brian T.