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racreel

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Posts posted by racreel

  1. Much, much better.

     

    A couple of tweaks:

     

    1- I see the lips changing shape on "th.." in the word "that" (not that I'm aware). It looks unnatural and too busy. You don't need the lips to change shapes like that. When you have the word "not" followed by the word "that", since the "t" sound and "th" sound are so close to each other, the lips do not change shapes vertically, but rather laterally. So to distinguish between the words "not" and "that", I'd just move the upper lips slightly upwards, expose some teeth as the sound "th.." is being spoken.

     

    2- Some anticipation is needed before he speaks and follow through after he's done with the sentence. The mouth closes just as he finishes saying the word "aware". The mouth needs to stay open for the "r" sound, and stay open as a follow through.

     

    3- Look at the scene that preceeds yours (the one that has Tin head in it) to see the ends pose and make that your starting pose. It looks like you're starting from a default (stare) pose.

     

    Keep up the good work, you're almost there :)

     

    P.S. Add Frame Burn to your camera.

     

    Tweeked the not to that transition. Added some follow through at the end. I checked the previous scene, nothing had been done on that one, so I didn't have a pose to start with yet. I tried to add frameburn, but it didn't seem to want to write the file correctly, I'll have to look into that.

     

    _2_07_036_take.mov

  2. I think it's a classic case of animating in action window, side view, and picking the wrong foot to animate in the sequence :D

     

    Remember TAoA:M Take a walk? ;)

     

    The weird thing about the step back is it doesn't occur when I don't have the talk action occurring. The start of the talk doesn't seem to affect the walk. I didn't do the walk cycle, just tweaked the arms and hands abit. If I was still working on this one, I would probably completely re-do Scarecrows walk.

     

    Richard

  3. Woot's mom needs her eyes checked, when using the blink they don't open up again. Calling Doctor Simmons ;)

     

    That's a problem with the eyelid bones getting keys set for some reason...it's more pronounced on some characters than others. If you deleted the references to the "LeftLowerLid", "RightLowerLid", "LeftUpperLid" and "RightUpperLid" in the Action or Choreography it should fix it, Dhar.

     

    I just ran into the same problem animating Nick Chopper in 1_04_18a, eyes would close but never reopen using the blink. I went ahead and animated the blinks using the facial controls. I will try your fix next time.

     

    Richard

  4. Nimmie Amee is green, Richard?

     

    All the poses look good. The expressions look good. Now to work on the timing of some of the movement - probably a lot of that will simply be moving nodes around in the Timeline. Are you using the Timeline (not the Channel Editor) to do that, Richard? You can multi-select an arm, for example, by <cntl><clicking> in the "shoulder," "bicep," and "hand controller," then click the Tack button in the upperleft corner of the Timeline to hold them there (so they aren't transient like most selections in the Timeline are). Then you can group all the nodes at a particular keyframe and move them (<shift>mouse-move) to speed up or slow down the action of the arm. To make that new timing "hold," <cntl><c> (copy), move the Frame Indicator to the frame where you want the hold to end, and <cntl><v> (paste). (Check your Key Filter buttons to make sure at least the Rotate button is down.)

     

    If you already knew all that, you can kick me, (but maybe somebody else reading this didn't?)

     

    She must be really envious of something! :D I don't know why she is rendering green and I didn't want to make any changes to the model.

     

    I do use the timeline, I have it open on my second monitor all the time. It's always good to have a reminder of the power available there. :)

     

    Richard

  5. That's a nice picking up motion, but it's strange that Scarecrow would bend down right there to pick up the oil can because as far as I recall, there isn't a table or anything beside the throne. It would be odd if the royal oil can of the King of the Winkies was just sitting on the ground. It is VERY important to Tin Man. Without it, he would rust! Shouldn't it at least be on a table or some special place?

     

    This probably isn't your decision. It's just something that jumped out at me.

     

    That I can't really answer, this is the way the shot was given to me. Maybe they keep it sitting just behind the throne so that it is always ready but not visible to visitors. :)

     

    Richard

  6. Thanks George, I agree on the treadmill movement, definitely needs some more motion. The head jerk is there from the original animators work. I think he might have been going for a kind of floppy motion for Scarecrow. I'm with you in that I don't know if it really works. I will probably smooth that out and see what it looks like when I can work on it tonight or tomorrow.

     

    Richard

  7. I know what you mean. But I think it introduces a nervous quality in Woot before the Emporer of the Winkies. He's not sure how he should move....maybe he intended to bow (again) but thought better of it and sat down instead.

    Looking at Tinman would further enhance this feeling of awe/nervousness.

     

     

    That's sorta what I was going for, Woot is nervous and doesn't want to turn away from the Emporer since he doesn't know exactly how to act in the Emporors presence.

     

    Richard

  8. Take 2: Added some flexibility to Woots feet (though I don't know if it is really showing up that much), changed the foot lift on the left steps so that he doesn't raise his feet so high, cleaned up some overshoot when the the feet contact the floor.

     

    [attachmentid=22165]

     

    Thanks to everyone for your comments,

    Richard

    1_03_20_take.mov

  9. I like this. Perhaps the shot could be made more interesting by having a camera pan/orbit.

     

     

    Thanks. I was thinking about that, maybe a pan or a cut to a different camera angle when he sits down.

     

    Richard

  10. hey,

     

    I've got a shot where I need Tinman to assume an angry pose, he's listening to KuKlip talk about using his cast off meat body parts to make a new person and he gets really angry.

     

    I want him to cross his arms across his chest, and I notice when I do this, my shoulders lift up -- from the shoulder all the way to my neck, then as my arms cross, they drop a bit. With Tinman I can rotate his shoulders but that only affects his shoulders, not the area from the shoulder to his neck, this remains stationary and kind of looks like it's missing something. Is there a way in the rig to get uplifting shoulders?

     

    thanks!

     

    -Jim

     

    Jim,

     

    Which shot is that? It sounds alot like the one I'm working on, 2_07_96.

     

    Richard

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