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Hash, Inc. - Animation:Master

ZachBG

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Posts posted by ZachBG

  1. Also does anyone know of any facial animation tutorials?

    Mullshred, you've got a good point, here. I just checked the A.R.M. and I saw tons of face modeling tutorials, but only one face animation tutorial, which is actually just a lipsync tutorial. (Well, not "just," I suppose; lip sync is a big deal, after all.)

     

    What sort of tutorial are you looking for?

     

    Zach

     

    P.S. I could be wrong about the A.R.M., feel free to check it out: <http://www.lowrestv.com/arm/>

  2. From: "Kim Groves" <am@fleetstar.com.au> am@fleetstar.com.au

    Date: 2003-11-27 18:09:13

     

    http://www.fleetstar.com.au/hash/beeflytest.avi

     

    My first animation that I am willing to show. Very

    basic compared to the standard of work I see in the

    Hash community.

    Hi Kim:

     

    Basic is O.K. :) Good start, thanks for showing it.

     

    Just FYI: your codec didn't show up in Quicktime 6; Indeo was recently taken off the "freely distributable" list of codecs, alas, so fewer people have it than used to. I saw it in Quicktime 5, if anyone else is having trouble viewing it.

     

    Zach

  3. Hi Zack:

     

    If you're planning on animating this guy, you'll want to make him blink, and if you want to make him blink, you'll need more splinage around the eye (even more than in your revision). I would suggest a simple extrusion around the current eye ring, probably even two.

     

    Alternatively, you could create eyelids that are separate from the head mesh but linked heirarchically to the eye.

     

    Other folks have mentioned the heavy ear splineage, but I'll add my two cents--the way you currently have it scuplted you _definitely_ don't need so many CPs, but even if you decide to make it less circular, you can get away with fewer patches and tweak the bias as needed--unless you'll be animating the ears for some reason.

     

    Keep at it.

     

    Zach

  4. Look at this rig, it's in another program but it shows the basics. 

    http://www.antropus.com/senzaazione...lumb_rig001.avi

    For some reason the URL doesn't appear correctly in Safari. I tracked it down in case anyone was having troubles.

     

    Click Me

     

    It's worth a look. (Understatement of the year.) I would LOVE to figure out how to do the equivalent thing in AM... judicious use of smartskin relationships, maybe?

     

    Zach

     

    Edit: by "the equivalent thing" I meant that I want to do facial animation directly on the face itself, rather than via sliders. I know that it's possible to do all this in AM via poses and so forth.

  5. I'm not a face guy--as my own WIPs all too clearly demonstrate--but I would also reccommend checking out Colin Freeman's face tutorial.

     

    The only nit I can see--besides the smoothing which you've already mentioned--is the hook very near the outside of her eye. Depending on how much expression you're after, this could cause some animation problems.

     

    Zach

  6. Okay, this seems like a really obvious feature, in hindsight, but it

    took me 5 years to figure this out so I thought I'd bring it up and at

    least save some new users the trouble.

    Don't worry, Rhett--if it took 5 years to figure out that's not surprising, as I don't think you could set render options for individual Shortcuts until this year (or at least 'til 9.x)!

     

    Good tip indeed.

     

    Zach

  7. except the eyes actually peer through the eyelids if the eye target is raised overhead.

     

    and though it looks like i have the finger bones well placed - the pose slider for the hands produces a gnarly bony finger creation that is distorted and broken.

    Only things that pop into mind without seeing the model:

     

    - Make sure the bones which control th eyes are dead center of the eye mesh, and tweak the eyelid mesh to ensure it doesn't happen.

     

    - Make sure the roll handles and pose constraints on the finger bones are set up properly.

     

    Zach

  8. Well, I better get back to copying stuff from my Preston Blair books. I've got two Walter Foster art books, written by Blair. They are only 40 pages apiece, though. So, sorry ZachBG, I have no idea what you are talking about! :rolleyes:

    Which books are you talking about? What I have is "Cartoon Animation" and it's a compendium of a series of Blair books. (It's also published by Walter Foster.) The "take" info is under the title How to Animate Film Cartoons.

     

    Zach

  9. I just heard a rumor last night at Gnomon (3d animation school in Los

    Angeles) that the big D is doing all there classics over in 3d. Apparently they are

    committed to never releasing them again in 2d. What I heard is that they have a

    3d house in Santa Monica just for that purpose.

    If that's true, it's absolutely ridiculous.

     

    But I find it hard to believe that it's true.

     

    Zach

  10. are u tellin me that thing is gonna start growin out of his head way back on frame 00 and ruin all of my gorgeous wire-fu animation because i didnt 'pre-wiggle' every single point on this models frame.

     

    Here's how to do it in 10.5. This is assuming you haven't animated any of the points yet; if you have, it's still fixable.

     

    In muscle mode, select all of the points you want to animate. Go to the frame where you want the motion to begin.

     

    Make sure Key Muscle and ONLY Key Muscle is on. Then hold down the Shift key and click the Make Keyframe button. A dialog box will pop up.

     

    Choose "Place Keyframe in All Filtered channels" and hit OK. This will place a keyframe on the points you have selected--not the entire model.

     

    If you like, go to the next frame and do the same thing, to minimize spline interpolation float.

     

    Now go to where you want the movement to end and wire-fu away.

     

    If you've already wire-fu'ed (I love that term!) just select the points as above, but go to frame 0, Copy Keyframe, go to the frame where you want it to begin, Paste Keyframe. This'll make all the points go back to their initial position (assuming that's where they are on frame 0). Again make sure Key Muscle is on.

     

    Judicious use of the advanced keyframing dialog will eliminate all your bone-wiggling needs.

     

    Hope this helps! :)

     

    Zach

     

    [Edit: I had originally said the Alt key, but I think it's actually the Shift key. Sorry about that!]

  11. The whole reson I'm redoing it a fourth time is because I made the choreography in AM 8.0j, then upgraded to 10.0 (now I'm running 10.5i). When I try to open the choreographies in 10.5i, all the models go to 0,0,0 and scale 100,100,100. Is there a way to get around this, or is it another Animation:Master Oddity?

    This has happened to me, too!

     

    I thought my project files were simply corrupted, but if it happened to you too, it's probably a bug. I'll send a report to Hash if you do... :)

     

    Great image, by the way!

     

    Zach

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