First up, how did I do SteamBot's movements? The movement of SteamBot was a little bit more intricate than I first predicted it to be. The original plan was to simply move the wheels, and then push the chassis along. However, this created a very 'static' effect of movement. It was very linear, with no sense of realism to it. It was flat and particularly underwhelming to say the least... not exactly what I wanted to portray! I then remembered back to when I created DiscoverBot in Year 2, and how the little details and movements added the largest sense of realism to the animation. Fortunately, the same applied here. The key element to the animation was the lurching / rocking of SteamBot. This worked particularly well when SteamBot would stop and start moving. It gave the effect of momentum, which helped to add a stronger sense of realism. In addition, the rocking motion helped to give SteamBot a more 'rugged' edge, as opposed to being a perfectly stabilised model.
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The key thing here is that realism comes from subtle motions. The small, intricate movements are what separates a stale animation from a stronger one. If anyone finds that their animation seems to be very lackluster and lacks that "edge"... try adding a few more smaller movements to other areas. I mean, a good example is a classic 'Walk Cycle'. Almost the entire body moves/bobs/rotates to create this. Don't be afraid to exaggerrate movements either.
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