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racreel

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Posts posted by racreel

  1. As long as the proxy has enough detail to do what I want (interaction with the environment, etc.), I don't mind working with the proxy. I'd rather have speed than beauty. :) I've only been using the finals for lipsync since the proxys don't talk. :D

  2. 2. There is no anticipation of the head - he doesn't have to keep the axe in view all the time.

     

    Do you mean at the start or when he is hanging from the axe? There is a problem when he is holding the axe in that his arms are too short for his hat to clear the handle if his head leans forward. I already stretched the arms some during the jump, but lengthening them much more is going to become obvious.

  3. That looks good Richard,

    A couple things I see; the slow moving of the arms in the very beginning is distracting. You can sense the weight when Woot is pulling himself up, but he looks weightless when he is just hanging and talking, there is a kink in the hand motion when he reaches the axe at the moment the hand gets constrained, otherwise the jump looks pretty good to me. I like what you are doing with his hanging feet. Maybe you could overlap the movement and the talking a little, it looks too separate IMO. Good anmating on a tough scene.

     

    Michel

     

    I had considered overlapping the action and dialog, but the dialog as it stands now does not sound as if the speaker were doing anything physical at the time. If Woot were speaking while doing something strenuous, you would be able to hear it in his voice.

     

    Thanks for the comments everyone,

    Richard

  4. I think the reason is you are in FK, you can only orient the hand controller not translate it. It would work with IK or in FK with the axe constrained to the hand controller.

     

    Michel

     

    Thanks Michel, that was it. It confused me when the orient like worked but the translate didn't. Thinking about the IK-FK now, it makes sense.

     

    Richard

  5. 2_08_76: First animation, working on Woots jump to the axe. I haven't worked on Woots secondary motion after the jump yet. I added a bone to the axe to costrain the hands to, but I'm having trouble with the constraint, discussed here.

     

    2_08_76-take.mov

     

    Martin, I tried right-clicking the file to get the svn address, but the svn properties only show "application/octet-stream". I went to the Repo-browser to get the address. When we update, should we post another reply at the end of the thread to let people know that this has updated? Others might not come back to this message looking for edits.

     

    Richard

  6. Are you using the compensate icon? Try moving the axe to see if the hand moves with it.

     

    I'm not using compensate, I was just testing and could not get it to work. Tried moving the axe after setting the constraint, no movement of the hand. I checked the enforcement, it was set to 100%. I tried with the model closer to the axe, the hand right next to it, no change.

     

    Richard

  7. I'm trying to constrain Woots hands to the axe, but I can't seem to get the Translate To constraint to do anything. In the chor I select Woots left_hand_controller, right-click and select Translate To. Then I select the axe bone with the eyedropper, nothing happens. If I do the same thing but select Orient Like, the constraint takes effect and the bone orients like the selected target. Is there some setting I need to change in the rig to get this to work?

     

    post-1812-1171729712_thumb.jpg

     

    Thanks,

    Richard

  8. I had a question on the audio for my scene. Woot basically has 3 lines in this scene, but they are all in one .wav file. Would it be OK for me to split this into 3 files so that I can change the timing some during the scene? I picture Woot trying to pull the axe and sort of taking short breaks when he says the lines.

     

    Richard

  9. Can I ask that everyone with the axe in the tree in their shot move the axe handle to an up position?

     

    Cheers

     

    The only comment I have on this is that the axe needs to be moved lower on the tree if it is angled up. It's current position is already a rather high jump for Woot to make.

     

    Richard

  10. Does anyone know when we might get a preliminary take on 2_08_68? It would be nice to have a good handle on where the axe is located for Woots animation.

    It's already in all the Layouts. (Yours too.)

     

    OK, thanks. I'll make sure it's in my latest update. It wasn't there when I last looked.

     

    Richard

  11. Nice - I loved that shot in the treatment so I hope I do it justice. By the way - what was the title of that thread?

     

    Edit: Found it.

     

    Edit 2: Are we using Rodneys treatment as a guide? I only ask as Rodney (shot from animatic) has the camera view reversed for 2_8_79.

     

    For Richard, I think the Axe handle on an up angle would work better for my shot as I would have TM pull down then back up and down again to loosen the Axe from the tree. I am assuming that TM is strong enough to not struggle too much with Woot handing off the axe. Is this a correct assumption?

     

    Cheers

     

    I would agree with that.

     

    Richard

  12. I agree on 2 and 3, but could you explain 1? My idea was that he glanced at his friends before moving forward. They were standing behind to the right from the previous scene.

     

    His face turns away from the camera. That's almost like a stage actor turning his back on the audience. It's to be avoided if possible.

     

    But he already has his back to the camera. If he glanced left, he would be looking toward the goose

  13. Hi - nice start -

     

    I did scene 2_8_20 and I am wondering about continuity. I had 3 geese in my scene.

     

    The script calls for:

     

    2_08_23

    TIN WOODMAN moves for the door, and the others follow.

     

    2_08_27

    The GEESE crash into the door.

     

    Perhaps another goose could be added? Maybe on the right hand railing, like in my shot ? So that 3 can go crashing into the door, and be consistent with my shot.

     

    I think 3 is a funnier number.

     

    Yes definitely. 3 is a funnier number than 2 - it's a well known fact (wink wink).

     

    Yes, 3 is much funnier, the two stooges just doesn't work! :lol:

     

    I just used what was already in the choreography. I think I will add a third on the rail.

  14. OK, some things that stand out right away....

     

    1. TM shouldt turn to his left rather than his right

    2. His walk is too slow. If you want it slow then take a step, delay then take another step

    3. TM should start to bend down as he is approaching the door so on that last step he should already be stooped over.

     

    Cheers

     

     

    I agree on 2 and 3, but could you explain 1? My idea was that he glanced at his friends before moving forward. They were standing behind to the right from the previous scene.

     

    Thanks

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