sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

Rodney

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Everything posted by Rodney

  1. Bumping this up as it is almost time to give out the free upgrade.
  2. Very cool. Should be an interesting challenge to animate with all that... girth. They have a neat Muppet-like look. One question: Are they going to look pretty much as you have them now or are you going to add hair? Its about time someone knocked "Huntress" off of her pedestal. Your heroine might just be the one to do it!
  3. Very nice update Hutch. Lighting it and putting it in a scene really does wonders for it. It looks alive.
  4. I think he did post wireframes... you may have to read back a bit though. Try this link back: Wireframes
  5. I've used Phil Knox's backup program a little. For those interested he was seeking feedback to improve the program's usefulness. I've added it as a tool that I can click on under the TOOL menu in A:M for times when I'm working on larger projects. As I've only been on small projects and tests lately it hasn't seen much use. Right now I have it set to backup only one file; Project1.prj. I set Saver to create an incremental backup of the file in the C:\Backup directory where it can be copied elsewhere if needed. Each time I save a little experiment it is hoped that I'll have them all available later just by saving the one file. So far this has worked rather well. You can see the discussion on Saver here: Phil Knox's "Saver" Program (For PC Only)
  6. Here is a better example from a side view. Not too far off of your current pose.
  7. Okay... just for discussion sake I've added the obligatory Byrne example. He surely must get it wrong from time to time so... take it with a grain of salt. In the attached, Superboy is punching with his left arm/fist. If you imagine what his next move might be it might almost set up the pose you have. Perhaps this isn't the best example... An important distinction I guess would be that these guys are flying. I haven't explored the changes (if any) that come to play when you remove the ground or other object to push off of.
  8. Colin, I've been looking at your pose... studying... experimenting. I broke out the markers... I tested on Dex and Shaggy characters... One thing for certain... dynamic (superhero) posing isn't easy to do. The reason I keep looking at it with a confused eye is that the energy of the punch doesn't seem to be flowing correctly. I think this may be one of the cases where the rule of right arm back/right leg forward might give way for the sake of setting up for the big power punch. Look at it this way. A lot of comic book shots show the hero 'after' the punch with what they hit in a reaction pose. There isn't an impact. That is created in the mind of the reader. In the case of your hero he is preparing to punch. If you use your pitcher example(and he's right handed) both right arm and right leg start at the back with the character left side, left leg and left arm facing the batter. As he begins his pitch the right arm arcs up and forward and his leg follows... Where the right leg moves to the forward position would be 'after' the punch as he pushes his fist and following arc of energy 'through' the target. By stepping forward with the punch more energy flows into to the punch from the motion of his body. This is hard stuff! I'm off to check out the poses by making a fool out of myself flailing at the air. Sure glad no one is around to see me. The pose looks awesome as it is... just something not quite right. The fact that you are having to fake parts of it is hinting at something. If you approach it from the animating point of view with an eye for where his pose will be when his punch goes through the target that might reveal some interesting things. -Rodney
  9. No. I didn't lose an important file. No. I didn't corrupt a model I had been spending days to create. No. I didn't save over the top and overwrite my beautiful project. Well. Not recently at least. It just occurred to me that it had been a long time since a warning was put out and I hope that by spreading the word we can save people the trouble of learning the hard way. I'm not sure that I've ever emphasized backing up to new users. TIme to do something about that. If anyone would care to elaborate on their backup methods I'm sure others would be greatful for your time. It might even save them a scream or two.
  10. Hutch, That's a great start for sure. For long shots or even toon rendering I think that would be a perfect prop. If you continue to add to the knarliness and twisting of the bark/branches and the detail (you know... due to constant clipping and recorrecting of the tree) I think you could have a masterpiece on your hands. Never owned a bonzai because I don't have the patience for it but they are beautiful things.
  11. I think this one in particular captures Alex Ross's style. (Sorry to repost/relink)
  12. It certainly conveys the story. Hope no one got injured but I suspect that's the whole point of your work. Other than what has been mentioned about textures, etc. I looks pretty perfect to me.
  13. Hehe. If I say that was cool my critics will fume. So instead. I'll say that was really fun! You said you were looking for feedback so here goes: Pros: You have some interesting things going on in the scene. Grabbed my attention from the beginning. Cons: There seem to be missing elements and extra animation (timing) that don't contribute to the story. Suggestions: Examine the elements of your story and put your critic hat on. As he crosses the street (assuming the part with the UFO crossing in front of him when he stops is a street) consider having more UFOs pass by while he waits. Maybe it's particularly heavy traffic on that day. Where the robot slides in from the right. Are you going to animate the walk? If not you may want to modify the robot. He may not need feet if he doesn't walk. You obviously have plans to refine so take my suggestions for what they are... just suggestions. Keep it up! Rodney
  14. Ah... nothing like a deadline to keep us motivated! Keep at it you are really getting there with outstanding work thus far. As they say in Japan, "Gambatte Kudasai!" (Please give us your best!) That seems the appropriate thing to say on this occasion. Gambatte!
  15. This discussion sounds really familiar... the dark hair stuff. Anyone have a link to that other discussion and the resolution? Maybe I'm thinking of Chris's other post. Chris, Love the bear and the ideas!
  16. Very moody. I have never even considered or imagined what a gravescene would look like underwater. Definitely plays on peoples fears. What could be worse than dying and being buried in a grave? Dying, being buried in a grave and then having that grave site go underwater I guess. Very interesting concept and imagery. Maybe I just don't watch enough horror movies. Really looking forward to your animatics.
  17. I agree that a second or possibly even two to accentuate his fall would be good. The way I'd do it is just to have an empty scene first for that second or two. Then he drops into it. It would leave the length of fall up to the viewer's mind.
  18. Too small to be able to tell Mike! More angles/images please.
  19. Two words my friend.... Image Contest (That is all)
  20. Good to see a starving artist achieve such success! Looking good. Lots of fun stuff you are bringing into it. I don't have much to add to what others have suggested. It seems you are definitely getting the feel for storytelling and I see subtle improvement each time you post. Most of all it looks like you are having fun. Looking forward to your more updates.
  21. I'd put a picture or two on the wall and maybe a few items to make it look lived in but otherwise I think your potential client should be able to make the decision based on what you have. I'm sure someone will make some lighting suggestions to enhance the scene too. Little details can go a long way toward making a sale.
  22. hehe. Damning with faint praise. Ah fans eh? Please continue... I like where this is going. Well... minus the SouthPark stuff of course.
  23. I'm a bit afraid to tell you what I really think! Wow! Awesome work. Makes me think of the suggeston by Fuchur (I think) about updating the stills on the A:M site. Your work definitely should be put up there in the spotlight. You need to talk to us about the hair and skin... definitely... so talk! If I had to pick a spot that I think you should work on I'd say the knees. You may want to investigate Phil Leavens animated decal skin thingy as he's producing some nice results in stills and animations via his technique with minimal splinage. Here is the link to the beginning of his tutorial/lesson on his site Bravo!
  24. Whoa... I somehow missed your WIP Zaryin! Sorry to hear about the job and the back but it looks like you've been quite effective with your extra time. As has been mentioned the detail you are putting into him is really making a difference. They eyes seem to have caught people's attention too, and with good reason as you've really made them look great. I know you gave some background on the genesis of the creature but did I miss what you are planning to do with him? Perhaps I should go back and read more slowly... Great effort thus far!
  25. Yeah... that's why I'm sad. I have to work both tonight AND when it airs on Tuesday. Still I'm happy for you! How does fame feel?
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