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Hash, Inc. - Animation:Master

thefreshestever

Film
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Everything posted by thefreshestever

  1. i think i won´t be able to enter this time, since i´m on vacation until the 24th... :/
  2. Sebastian Thank you for your reply and feedback. Previously I had set too many keyframes, so tried to space them out more. Had intended to learn how to use the F curves next, to help with the ease in and out. I will try to vary the timing more with this weeks brief. Over use of 4's and 2's I think ? regards simon yeah, i think so... one tends to do animation so every little bit is readable clearly by the viewer, but if you pay attention to high-end animations from professionals you will notice that you will have to watch it in slow-mo to figure out the whole movement. if the eye is unable to cope everything it makes things more interesting. you will notice that in almost every good piece of animation, not just character animation, same applies to motion graphics and so on... also contrast is very important, as it is with everything in life. design, music, relationships.... contrast is the key... without enough contrast things will get boring very quick.
  3. looking good so far. one thing that always catches my eye watching your animations is that you tend to almost evenly space your animations. when he´s getting down, it´s taking almost the same time as he´s getting up, same with the throw. the movement of the arm going back and forth is very even, too. try to get some more tension by accelerating and slowing down various things. (you will want to mainly accelerate things in this particular case, look´s too slow to me all in all) this will make it more natural and more exciting to watch. cheers..
  4. in this case the settings for the arms squetch property "scale to reach" was set to 100% ... scale to reach works only in ik mode. but you can also set the arm squetch values manually, this will work with ik or fk a s well... if you haven´t played around with the squetch rig in a while i´d highly recommend it, david is constantly refining it, and the installation process has gotten as easy as any other rig. it takes a little bit more thought on cp weighting than other rigs with fewer bones, but i like to have a character with maximum flexibility. especially for cartoony characters.
  5. thanks... i´ve used the squetch rig.
  6. oh. just arrived at my moms place in canada and noticed i´ve won... wonderful start into my vacation! thanks everyone!!!!
  7. but could you explain how i can fix this for other existing characters by myself? i can´t find that constraint....
  8. I haven't found anything else, so that may be it. I don't think that setting is necessary with the way the IK works now...so I'll change that in the next update. Thanks, Mark! Here's the updated character. If you run into anything else, yell. thanks a lot you 2 lords of the rigs!!! once again you saved the night!
  9. thanks sounds good... but where do i find this?
  10. hmmm, after reopening and closing it´s gone... deleted the "scale to reach" keys and set keys for IKFK squetch for the right arm, had a short moment of popping while moving the slider, but nothing permanent.
  11. i was able to reproduce it... try and switch the interpolation for the elbow controller to zero slope, and it will be gone, switch it back to spline and it pops... but it´s somehow weird again, because in the chor of my project everything is set to zero slope, including the elbows. testography.cho
  12. when i delete the keys for the elbow, the popping stops... but when i only set a single key, it starts again... what i dont understand is, that before i keyframed the bows, everything worked fine... and what i also don´t understand, why was my model saved when i saved the project? i didn´t change the model in days, so it shouldn´t have been written over today, right? seems to me like some constraints got messed up due to adding keyframes in the in the chor without touching the model itself.. can that be?
  13. forget the info on the frame number, it varies after closing and reopening... i just deleted everything except the keys for hand ik controls and elbow controls, and it´s still happening the keys are set to zero slope, so the elbow bone isn´t moving during holds... but still... but i´m working in v16
  14. here´s two versions of it... version D is with all the keys for bow and squetch removed, in version C it´s still in... but it still happens in both versions... frame 25.10 for instance... you will have to clip skip when opening a gazillion times, since there are so many models in the chor... mainscene_anim01_C.cho mainscene_anim01_D.cho baldy_ready.mdl
  15. david, i´m loosing my mind over this, maybe you can explain what happens... i´ve added some forearm and bicep bowing to my animation, and then the elbows start popping randomly. i´ve seen this before, it sometimes happens if at some point arm squetching is involved. and it is in this animation, but the popping occured not before adding the bow... now the funny thing is, when i remove the bowing, it still is there... test.mov
  16. i wasn´t arguing, just asking i often heard that argument regarding freedom, and i never understood what in particular was meant, so i asked. for me it´s all about how well a machine works for my purposes and how it feels when i´m working with it. i guess it´s just a matter of taste and the way of thinking. i often notice that when it comes to this argument, people make somewhat false statements... maybe not false, but exaggerated. sure you don´t have to reboot your windows pc several times a day, but maybe more often than a mac. i reboot my macs more often than every few weeks, because the get slower, too (if you do a lot of video editing for instance). on the other hand i do have a lot of old AND new software, and i´m not on the latest OS. so you´re exaggerating, too... most programmers and gamers are pro windows, most designers pro mac... guess why... ?
  17. had to take a short break from current projects... ballance_low.mov
  18. yes, that happens all the time with any rig when doing cp-weighting. but after saving and refreshing the view it goes away. with the lite-rig it happens when animating, and saving and refreshing doesn´t work. just closing and reopening and not touching anything before rendering works.
  19. actually, i have negative lights for shadows
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