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Hash, Inc. - Animation:Master

Animus

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Posts posted by Animus

  1. 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

  2. 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

  3. 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 :blink: .

     

    Michel

  4. 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

  5. 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

  6. 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.

    camera04.mov

     

    Michel

    camera04.mov

  7. 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?

    1_03_03_WIP.mov

    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

  8. 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.

    1_03_03_WIP.mov

     

    Michel

  9. 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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