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Animus
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Posts posted by Animus
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Great work with those ropes. I am really curious of how you achieved that, dynamic constraints?
Impressive scene!
Michel
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I like the body gesture in the first clip with Tinman, but I would see his mouth
more restricted in deformation, since he is made of tin, a more rigid mouth.
In the second clip, Pessim's turn to left needs more overlap, maybe lead with the eyes
then head and torso. Holding the eyes and head a little longer in the pointing direction,
possibly would give some intensity. And with Pessim maybe a more asymetrical
mouth, older people tend to have crazier mouth shapes when they speak for some reason <_ .>
Nice work!
Michel
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Thank you Nancy!
That's clear, and useful.
Michel
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I have Captain Bill and Trot walking side by side for a few seconds,
but the timing doesn't look quite right, I think because, because they both
make there cycles in 24 frames, Bill with limping long legs and very short Trot.
I can't find a way to scale Trot's walk in the cho to complete her cycle in 20 frames,
wich I think would look more proportionate. Is there a way to do it?
If I scale the action in the action window and save the cho, do I override the walk
cycle elswhere in the movie?
Michel
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Yes, I did make some changes since the version I showed, and that is one of them.
works better not so quick, not so high.
Michel
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Thank you!
You are right Rodney about the captain's body angle, still working on polishing the transitions
with the path and the walk cycle.
Yes Martin, I like long sequences, but I will be happy to see something new, I have seen
this sequence sooo many times
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Michel
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Thanks Steve!
I haven't been very fast lately, but still working. I am stomping a little on the climbing
on the rocks(second camera). Starting to work on the last part. Still need a week or two.
Sorry, the file is big.camera0_1140.mov
Michel
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Nice animation Steve, works really well for me,
I like that everything is animated, shoulders and hands are very active,
the constraints you used on the glasses are seemless.
Speedy yet harmonious.
Good luck!
Michel
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Yes, still lot's to be worked on. I actually saw what you are talking about a couple days ago,
when I did a shaded 16 polys per patch render. I just commited a new version with some fixes.
Michel
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That looks really good!
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Very nice work Ken!
Clear camera setup and cuts, story is easy to follow, I like the travelling with Bill at the beginning.
Capt Bill's arm gestures are very fluid, he has personality, I like when he says"Disappoint him". The transitions with
the walk actions are smooth. I also like Trot's attitude, that's how I imagined her myself. I think there are too many frames
in her lipsync though, it gets too snappy. At first we look at her eyes, but when she starts talking, our attention turns to her mouth.
I always think lipsync is not gratifying, it works if you don,t notice it. Maybe a floaty moment after sec25.
The lift off and landing of Ork look a liitle mechanical, and his lipsync too busy, but Ork is still very believable.
I am just picking on small things, with a new eye, it's overall very inspiring in giving those 2, personality.
Very nice!
Since we are talking continuity here, wouldn't it be nice to have assembled the blocking stage done in a single shaded movie?
Michel
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Yes I wanted capt Bill to have a more of a "climbing on wet rocks" look. The camera shot before
that take shows more of a steep rocky slope in the cavern, I didn't render render that one yet,
still much work to be done there. The blocking suggested more of a"hanging there" feeling.
Some more animating done, mostly blocking on Trot. The camera felt strange to me too
at first, but the transitions look fine to me now overall.
Michel
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Some more animation on capt Bill.
Not much lipsync yet.
Still lot's of work to be done with this cho, but I like having a long sequence to play with.
Thank you for your answers.
Michel
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I always like your models, and they look inspiring for animation too.
I like your image with the gray ground, but you need more light to show the face expreession
on the guy with the ball.
Michel
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Thanks.
Yes, I was wondering when Ken mentioned the camera(maybe it still looked too much like blocking).
I join a clip with a little more progress. I have a question concerning the second camera. I tried to add
a temporary light that I would delete before commiting the cho, because it is so dark in shaded view,
that you can't judge the result, but it seems adding a light in the cavern doesn't change anything at all.
Is there a trick for inserting a temporary working light?
A few observations on the new"modus operandi". Please don't read this as critic, just observations
from one the first person animating a blocked scene with the new system.
First, I was surprised how much was already done(well done though). I tought continuity issues meant mostly
camera cuts, and character placement and pose at beginning and end of those cuts. I wonder if all keyframers
will have the same approach to blocking.
I know all the cho's won't have 1800 frames like the one I am working on, but I can see you need quite a bit
of experience to understand what has been done and how it was done, I would have been puzzled a few years ago.
For example there are 2 choreography actions and 5 actions for the captain alone, so you need to understand where
to insert those new keyframes. The layering is clear to me but it is one thing to think about if you are going to encourage
newcomers to animate in SO.
Also, if too much keyframes are already done, it could feel like a day at work, if even blinks and eye targets are done,
not much fun and creativity involved. Now I am exagerating, but it could end up more or less inexperienced animators
cleaning up experienced animators. It can be intimidating for some. Is there some thread where you have clear rules for blocking?
Again, I am not complaining, just adding some feedback, since we are in an early stage of animation.
Actually I am quite enthousiastic with has been done and what is coming up with SO. New models are great,
the Squetch rig is awesome, and animating more organized.
Michel
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Hi SOers!
My first post in SO film section. I did some work in the first part of the scene. I worked mostly on captain, not much on Trot yet.
First time I try to animate a character in water, so let me know what looks believable and what doesn't. I wonder if swimming
would look better with IK arms.
Michel
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I just watched your 3 clips. Just great job, nice flexible character, good short storylines and funny endings.
Michel
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Thank you fot watching. Robert, you are right, it's a little ambitious for the time I could put in. I know I need some more variety in the poses, I still have Sunday left, to do more tweaks, and maybe find something different. Ken, that was my original idea to have some puzzled stranger, but I will go for the simpler sleeping guy, because of lack of time.
Michel
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I am playing around with Sam and the 11second club audio file. Not sure if i will have time to finish it. The rig is great, but making a character alive and believable is still hard. So many things I feel look strange, 11 seconds seems huge. I encourage everybody to try tthis great rig though.
Michel
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Orthogonal and isométric are not the same, in an isometric view you can measure any edge in bird's eye view and you will measure right lenght with a ruler, in AM look at a dice in bird's eye view(with no perspective) and not all sides will measure the same on the plane of your view. in isometric view all edges have the same lenght in your view.
Michel
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Just want to add a THANK YOU!, Mark and David, your rig is great!
Michel
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If a light doesn't cast shadows, it will go through all geometry. In the default chor, the directional lights have shadows off. Otherwise, I don't know.
Michel
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That ship is superb and fits with your nice cartoony characters. I look forward to see all those in a movie.
Michel
1_03_03 WIP
in SO:Animating
Posted
Ok, I finally reached the last frame. Some parts I don't like much,
but I think I need to look at something else for a while.
camera0_1800.mov
Michel