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Hash, Inc. - Animation:Master

KenH

Film
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Posts posted by KenH

  1. Have you started rendering 2_14_06 already? I was going to do some more work on Gloria.

     

    What about doing the song before the group knocks on the door? They could be making their way to witch house while she is preparing the goo for Gloria. Then there would only be her in the scene too.

     

    Edit: Holmes, the camera changes expose characters standing still. Don't final render just yet and I'll fix that too.

  2. Probably the easiest place to put it would be after 2_09_05.

     

    Yes, in that sequence, near the end Krewl decides not to take him up on the offer. I'm guessing the song has him changing him mind?

    KING KREWL

    I cannot force the princess to marry you just now because those strangers may interfere.

  3. No, unfortunately no sound track for Gloria. She is supposed to be sedated as she starts the incantation. Not sure how to do that without her looking inanimate. But I'll give it a go. Maybe if her body relaxes as she takes the goo.

    I assume the floatiness is when Gloria is in front of the cauldron just before taking the goo. I'll try and snap that up a little. She's a bit of a pain to animate as the rope intersects her body.

  4. I see it too, but I think it's a realtime delay due to there being more things on screen in the chor. No matter which way I move the keys, it's never right in the chor. The only way to be sure is to check the render. Or alternatively check the realtime with everything but the character hidden.

  5. Good. A few points:

     

    1) In my animations, I made a big Guard so he can reach Gloria. Can you scale up one of them by 114%?

    2) Maybe Gloria could struggle a little?

    3) Is there a glitch in the transition from Krewl to the group at the end?

  6. OK. It could work even though it's not part of "cinematic language" that audiences expect. I'm just worried that it might look like a camera error to other people. It seems like the camera drifts to the right too so you may get what you're aiming for more if it's obvious SC is the one that initiates the move.

     

    But as for myself, the first time I saw it, I was concentrating less on the story and more on the camera. I wonder how others feel about it?

     

    PS I think it would be more acceptable if there was something to look at on the right hand side. Perhaps there will be a crowd?

  7. Much improved. Some small points:

     

    1) Frame 590....his eyes go almost white. Looks odd.

    2) Frame 815....SC isn't centre frame. Maybe it's intended.

    3) Frame 1652....SC's right hand intersects the bottom of his jacket. Not too obvious, but I noticed it.

  8. Well my take on a double take is seeing something you don't expect so quick that it causes a fast delayed reaction. It's corner of your eye stuff.....not a pause.

    But yes, a brief recognition smile at Trot would make the move more acceptable. And instead of the gaping mouth "surprise", maybe a brow raise might look more dignified. ;)

  9. Regarding the take I am not sure which part of the take you are talking about. I'll add Frame burn and repost. (I've loving having control back of his arms). Re curves etc - I've only got to the stage of putting keys and some tweens in - nothing more.

     

    When he first looks at Trot, it's enough time to register she's in distress so he wouldn't look away then. The double take is just something to do with his head (rather than have it straight forward all the time), but I think he's looking too long. Also, I'm not sure about the opening mouth when he looks back.

  10. First, you should save the chor out of the project in case the project becomes corrupted. I believe there's an existing chor in the folder.

     

    I think the arm problem can be fixed by moving Chor3 to the top of the action pile. There seems to be quite a few bones in multiple chors which could be causing a problem too. See attached. Try and keep it ASAP....as simple as possible. :D

     

    Regarding the animation, I'm not liking the take. He pauses long enough not to look away. A quick glance....with lingering eyes would do it. Another problem is the curves of the head not being smooth. The head bone is keyed in the walk action and I believe you should over ride it in a chor action to keep the curves smooth. Otherwise you'll be trying to counter animate the keys. Keep it simple.

     

    If you want something for SC to look at, we could add some armour we used in TWO. If you don't have those, I could add them.

    Capture.JPG

  11. Most looks ok. The voice acting is a little "matter of fact", but we have what we have.

     

    SC looks like he's on a conveyor belt into the arms of Trot. Maybe he might be stopped looking around at first and do a double take. Then walk toward Trot.

  12. Muhahahahahaha! lol

     

    It looks like SC has a double chin at times.....eg frame 783. I found my eyes drawn toward it.

    There's something odd about the point at 1430. Maybe the hand needs to be turned ninety degrees. If it's left that way, maybe the thumb should be tucked in more.

    At frame 1476 we get to look at the back of SCs hat for a few seconds. Maybe changing to a side angle camera would overcome this.

    The anticipation at 1880 seems to last a tad too long for my liking.

    I'm sure you'll have SC struggling in the ropes.

     

    It's looking like it'll be a fun sequence. Nicely done.

     

    Muhahahahahaha!

  13. The one gesture out of the whole sequence which seemed awkward is where Googly Goo raises his hand to his cheek his forehead and crosses his other arm over as if thinking. With so little time and no pause to allow Googly Goo to think that gesture seems out of place. I'm not sure what others think but it seems forced and perhaps unnecessary?

     

    I was going for a "woe is me" gesture rather than a thinking one. If it was thinking, you'd have a point. It still probably could be longer or the whole move made simpler. But we're under timing pressures both within the shot and in the production generally. Duly noted.

  14. And this is an audio timing issue. The "oohs" have to be shifted without changing the overall length of the audio clip. If you want to do that, great. If not, I'll put it on the list.

     

    I'm assuming this is done in the compositor post rendering. Do I have access to this?

    That leaves the guards brows/blinks which I'll do now. Please everyone remember they can do this in future shots! :) You can temporarily hide the helmet to see the blinks.

     

    PS Also, I'll probably animate the first time we see Trot in the above clip. I must have forgotten to move her. lol I'll let you know all the frames to render.

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