Fluidity of Movement in Avatars

May 10, 2010 at 2:56 pm (3d animation, animation, computer animation, Machinima, second life)

At times, puppeteering an avatar for a machinima shoot feels a lot like you’re a mad scientist probing at your Frankenstein creation.  Suddenly, your creation comes alive and it looks gorgeous on the exterior, but then it stands up, takes a couple steps, and you realized you’ve created a clumsy disaster.

The standard Second Life animations that come with a newbie avatar are very short of impressive. Their feet kind of slide across the floor, they needlessly spread their legs apart with every position. With machinima, this can turn heads away to tune in elsewhere. How can the audience relate to the characters in the story when those characters use their hands in a dorky typing motion to communicate?

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