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Hash, Inc. - Animation:Master

JBarrett

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Everything posted by JBarrett

  1. hehe...you're thinking of the post I made to the other forum (the main one that echoes to the mailing list) Jfirestine and mediaho, thanks for the comments.
  2. Very clever idea, and nice execution in your test! Kudos!
  3. Awesome! Very impressive work all around.
  4. Mike, Nice work! The movement could still use a bit more polish in some areas... - Her weight transfer when she spins around isn't quite working...feels a little jerky, there should probably be more lean in her body during the turn, and the timing of all the parts feels too simultaneous. - As others have commented, her arms (and body) should show at least a little reaction to the kickback from those guns. - Her move on "babe" could use more overlap between the body and head gestures. - Some parts still feel a bit swimmy. Check your curves and watch for unwanted overshoot. Fun work on this piece!
  5. I made an entry for the 10 Second Club at the end of February. Actually, part of the work was for the club, and part was for another project I'm working on. Anyway, the version that was submitted for the club contest was pretty good, but after getting a little feedback I made some improvements before posting it on my site. Here's the direct link: http://www.jb-av.com/anims/friendfordinner.mpg 1.24 MB, MPEG-1 Enjoy!
  6. Wow! Amazing work! Just....just......GAH! I'm stunned! Uber-kudos to you, sir!
  7. Sweeeeeeeet work there, Daniel! Really nice all around! I agree w/ the comment re: the abrupt end to the squeaking. Its intensity should match the amount of ducks in the neighborhood of the camera through the entire piece, fading out during the final camera pull-back. You're taking some big steps in animation, bud. This one shows some huge improvement over last year's "year in review" treatment. Keep it up! Justin
  8. Fun project, Jeff! Very creative, and well done on such a short timeline. Kudos!
  9. John, Fun looking character! The only comment I have for now is a caution related to the creation of facial morph targets, particularly for the mouth. The targets you've created look good in a sense, but those that open the mouth to any degree are completely leaving out the movement of the actual jaw. And with a chin as pronounced as you've got on that guy, it's really obvious when the jaw isn't moving when it should be. Keep in mind that the lower teeth are connected to the jaw bone, so if his lower teeth go anywhere, the jaw should be driving that motion. Looking forward to seeing more. Keep at it!
  10. I agree w/ JohnArtbox on the animation comments. Despite that, though, this is going to make a great video intro. That baby is insanely CUTE!!! So expressive!
  11. There are some spline continuity issues around his hips and shoulders, which is why you have those creases in the render. Remember, you can't quite build w/ splines the same way you build w/ polys.
  12. What kind of facial animation are you planning for this critter? If it's much more than blinking (i.e. just about any movement of the jaw/lips) you'll need a slightly higher patch density in the head for the deformation to look decent. Looking forward to seeing more!
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