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Hash, Inc. - Animation:Master

Animus

*A:M User*
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Posts posted by Animus

  1. Welcome Steve! I remember going through the first Bootcamp at the same as you 2 years ago. If I am right you had donated a really nice model (Basic Man) that I used alot in those exercises; actually, it is around that time that I realized I had much more fun animating other people models than my own ;) . I am sure you will enjoy working with TWO characters.

     

    Michel

  2. Hi! I just rendered a first blocking with only 4 keyframes, the way I interpreted the scene. I just read your last posts and I have a bad start, just did what I shouldn't have done, I will show it anyway so you can comment on staging. It's easy at this stage to try something else with TM already sat down.

    2_08_70_take.mov

     

    Michel

  3. Hi Martin, I used the revert option in Tortoise SVN, and it fixed the problem. I don't know why a I got a conflict, since I never make any changes to the models.

    Thank you for that answer, I actually wondered if I could do exactly what you suggest. Everything works fine now.

     

    Michel

  4. Thank you for your comments. That was my first intention to have some comical disorder before the run like you both suggested, but unfortunately I found it was beyond my skills, it would take me many more weeks to achieve that with 3 characters. I added SC on this one.

    2_10_08_take.mov

     

    Michel

  5. That looks really good David, the only small thing I had to say was what Dhar just said about the left arm. You have done a good job on her torso, that adds nicely to good face animation.

     

    Michel

  6. A little progress, there are still zillions of tweaks needed to make it work. That is hardest one I have had to animate so far. <_>

    Thanks Dhar, your suggestion was useful and it does look better with a few steps backwards before turning around.

    2_10_08_take.mov

     

    Michel

  7. That looks pretty good Dhar! Scarerow is very believable and you don't notice that much that much that the other actors are not much animated. The center of interest is clear. I like his head moves. I agree the camera is a bit lazy. The close up in the beginning looks good, but the second camera souldn't cut his head at the beginning, and maybe the zoom out should be faster, with a cut to Yoop's face for last SC words.

     

    Michel

  8. I am animating 2_10_08. I wonder how far from the door (and the fence), I should end my shot, it all depends on how quick Yoop. is throwing the fence in front of them. The rapid motion would be better I think, because they don't have that much running space.

     

    Michel

  9. That looks really good!

    I like the quick head nod, showing big satisfaction in Woot's behavior. The camera is nice also, switching center of interest without moving, the goose is great.

     

    Michel

  10. TIN WOODMAN, SCARECROW, and WOOT run, screaming in fright.

     

    Hi, I am working on 2_10_08, I had to move the actors and the camera away from the door to let them have room to run. This scene doesn't have the same camera as the scene before or after, the camera is on Mrs Yoop in 2_10_07 and 2_10_09, so I guess moving the camera has little impact. I hold the characters in a surprised look for a second or two before running, but I wonder if I should hold them longer since they get maybe too close to the door at the end. It depends on how much time Mrs Yoop takes to throw the fence in the next scene.

    This is rough blocking, I will have a lot of work animating these guys run.

    2_10_08_take.mov

     

    Michel

  11. Hi David,

     

    I think it stills needs more holds, the right arm in the first part is too slow and uniform, I am not sure the hips and torso need to move so much for this scene. I would see him look more introspective.

    I think the camera should be closer to his face when he is talking about his emotions.

     

    Michel

  12. I start all animations keing all controls with the "Key All Controls" pose slider in Key Groups tab; then I use Key All Model extensively without adding new channels in the action. Remember to turn "Key All Controls" on and off again.

     

    Michel

  13. I move the arm using the forearm bone in fk

    Then in the pose window, I switch the IK for that arm to ON.

    The arm moves. But when I did it before, it stayed put.

     

    Hi Ken, I don't understand why you go in the pose window, you have to switch IK FK in the action or cho window, otherwise you are changing the model.

    If you meant action window, then I don't know, it works here.

     

    Michel

  14. Hi Ethan,

     

    I just read that part of the script, and they didn't have time yet to build up such emotion, since it's there first words, the way I understand the script anyway.

    But I really like the quality of your animating, it has good rythm and the feeling of confrontation works totally. As Ken mentioned the side look is maybe one action too

    many, and TM's head is reacting too much to the hit, he would look dizzy for a second after such a move. Good work, those interacting scenes are challenging.

     

    Michel

  15. Hi,

     

    I made a few changes based on your comments, added body motion till the end, the torso did stop dead too long too early, and I think TM has now a little more pride in his attitude in the second part. Thank you for watching and commenting.

    2_07_21_take.mov

    Thank you Martin, I followed your instructions and that seemed to work.

     

    Michel

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