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

Raffi

*A:M User*
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  • Interests
    photographing, video filming and editing, kiting, reading, animation in passive (i.e. watching) as well as in active (i.e. creating) form
  • Hardware Platform
    Windows
  • System Description
    never big enough! :-)

Profile Information

  • Name
    Ralf Kampp
  • Location
    near Heidelberg, Germany

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  1. Very cool! Nicce models and the look is also very interesting, something between 2D and 3D due to the toon rendering. My favorite scene is the one where the guy plays with the dragon and the dragon behaves like a dog! Rolling to the back, very funny. But this jump from the tree is quite unnatural. The speed must increase towards the floor (look at the y-movement-curve; must no be linear but exponential) and the arms would go up at least a bit while falling. Looking forward to seeing more!
  2. fast .... and slow ... that's like in real life! If you get from A to B in little time, then you are fast. If you get from A to B in long time, then you are slow. Translated to A:M: If a bone/object moves from position A to position B in little time (e.g. little time = few frames pass on the timeline between the two corresponding keyframes) If a bone/object moves from position A to position B in long time (e.g. long time = many frames pass on the timeline between the two corresponding keyframes) Which object moves faster? A or B? ------------------------------------------------------------------------------------------->time object A----------------------------------------object A at-----------------------------------------------at position----------------------------------------position X-----------------------------------------------Y ------------------------------------------------------------------------------------------->time object B----------------object B at-----------------------at position----------------position X-----------------------Y Of course B is faster .... it starts at the same time at the same place and reaches the target earlier ==> it is faster!
  3. I'll try it graphically .... .......--t1--------------------------------t2---------------------t3-------------------------> time A ......K1-------------------------------K2 B ......K3------------------------------------------------------K4 You have two bones, A and B. At time t1 you have a key for both of them (let's say this is frame 0) At time t2 you move bone A and therfore produce keyframe K2 At time t3 you move bone B and therefore produce keyframe K4 Result: - From t1 to t2, bone A moves from position K1 to K2 . - From t1!!!! to t3 bone B moves from position K3 to K4 ==> B starts at t1, too! Solution: You need a keyframe (let's say K5) for bone B at time t2 wich is equal to K3 (e.g. by explicitly moving bone B to where it shall be at t2) ==> bone B does not move between t1 and t2, because K3=K5 .......--t1--------------------------------t2---------------------t3-------------------------> time A ......K1-------------------------------K2 B ......K3-------------------------------K5---------------------K4 (Attention: Because of the so called "overshoot" bone B still could move a little bit, but the explanation for that is an issue for another lesson :-) )
  4. I have some problems and therefore question with the use of multiple chor actions: 1) Multiple chor actions are used for better structuring a scene, correct? 2) When I create a new choreo action, the first key frames are always automatically drawn at the beginning of the whole choreo (starting that way long before the action's chor range; see attachment). Can't I have the action really only start at the exact frame the action is meant to begin? 3) Do I have to start every chor action with a full keyframe on all bones to get my desired action? An unkeyed bone - due to the effect from my previous question - gets his "history" from the first choreo frame! 4) Due to these restrictions, a choreo action must start with the same frame as the last one ended. This has two disadvantages: One frame overlap and double maintainance of you want to change that frame. Is there a solution to this? 5) If I grab a chor action to drag it to a different point in time, the contained key frames don't come with it. Is that normal? How am I extected to handle that? Thanks!!
  5. Hi out there, I'm wondering whether there are AM lip sync dictionaries available in other languages. I am sepecially interested in a German distionary file. Is there any? A bit deeper goes my question on how I could create one myself .... (1) What phonems can be used in this sort of file and (2) how are they mapped to lip poses? Thanks for your support
  6. Thanks. Handn't seen the 'My controls' link. Had only been in my profile where you get when you click on your name in the top left area of the screen. There you can only set your photo. Thanks again BTW: This forum doesn't seem to support GIFs with transparency. Is that right?
  7. I just can't figure out how I can set my avatar (the little picture that is shown next to my posts). It definitively seems to be different from 'personal photo' whcih can be set in the user settings. Can anyone help?
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