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Everything posted by John Bigboote
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I saw a cool feature in another app that would be neat to have. While in the model window a shortcut key (like s, for spin) would put the model into a slow 360deg spin, so it could be viewed as if on a turntable. I will frequently, whilst modeling- drag the model into a chor and set it to do a 360 spin over 10 seconds or so... so that as I make adjustments and additions to the model I can switch over to the chor and see it spin. Very valuable.
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Yeah! Look at the Simpson's, the Flintstones, Family Guy etc take a really close look frame-by-frame at what the animators are doing(and getting away with) to 'sell' the convincing lip-synch. I think there is a tendency to 'overthink' this part of animation.
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Anyone who gets a chance to try her out... would love to see results or hear about it.
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Trying to get too accurate with lip-synch is the wrong way to go about it... it is more a 'feel' thing than a technical thing. Don't get hung-up on individual phonemes... look for obvious 'hooks' you can hang on, like extended Oooh's or the ever-present 'TH' sounds. No deaf person will ever be able to lip-read from a cartoon... I don't care if it's Pixar. This is a very difficult and 'human' aspect to character animation, much practice will be involved, and people will ALWAYS say 'the lips look off to me'... OR worse, and I hate this is the - 'I could do better than that'-attitude, drives me nuts! Stylization may be better than technical accuracy.
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Dug this up from my old WIPs
John Bigboote replied to detbear's topic in Work In Progress / Sweatbox
EXCELLENT! The DOF shift was a little weird, but overall... fun! -
Interesting! Great new feature! Thanks for the explain!
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Hey Kat- Have you used the forums 'search' feature to search for 'activation' or 'upgrade'... there is a lot of threads on such troubles. I hope you get it soon... do you have the '.lic' file in the Hash folder?
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this is M16 i have been working on
John Bigboote replied to Maniac's topic in Work In Progress / Sweatbox
Great looking weapon! I see some CPs up in the scope/red/glass that could use some smoothing, but overall- great mechanical modeling. I like the knife in your sig too! -
SORRY- I didn't see your question till now... how would I 'approach' this...? I guess 2-3 basic things might help: -Put an 'aim-at' null in the center of the logo, and constrain the camera directly on it, this will eliminate the 'swing' arc motion it seems to have as it moves in... -The camera move is quite linear, which is good at the end because of the sudden SLAM! but maybe put an ease in at the start of the move. -I might employ the use of FOG, set to eliminate the seam in the background. You can always turn your logo model to 'ignore fog'. -Since your camera move seems to be primarily 'showing off' the depth of the model (which is cool) maybe put a little bit of Y (up and down) action in it as well... so the cam would start out a little higher, and stop where it stops now. -I might look into adding a little dust kick-up to emphasize the SLAM! action... even if it just eminates and disappears quickly. ooops. that was more than 2 or 3. hope this helps.
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Why you should save incremental versions
John Bigboote replied to robcat2075's topic in Animation:Master
OUCH! Good advice. -
THUMBS UP! Many, many many-many more!!!
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Bee-zarre! What is the intended audience? I recognize a lot of work when I see it... that looks like a LOT of work! Keep at it!
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Hi Al! Hope you decide to stick around. When 'getting up there' in high patch counts, you need to be crafty about your workflow. I have used A:M to build entire 20,000 seat stadiums, an interpretation of Manhattan island complete with Brooklyn, New Jersey and thousands of buildings and skyscrapers and other hi-count models without A:M slowing down at all. I make small pieces of the models in a model window and assemble it in an action or choreography. I have been watching demo's for the 'flavor of the week' 3D app... m*do, and in even the most basic of modeling tutorials they warn against 'hi-count' problems that can occur. I think every 3D app deals with this, you need to learn ways to circumvent the problem. I will post links to my NYC and soccer stadium videos... when I find them...
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Crazy-cool!
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I've often wondered this. Could be something to do with the FK/IK . TSM2 installs SO MANY bones, it is quite a complicated rig that is easy to use, add to- and install... so I have always had a 'pay no attention to the man behind the curtain' approach to it.
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Great animation... the camera move might be working against it tho...
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So is top view(5) better than other orthogonal views? What about if you put the camera out of perspective and into orthogonal?... might help to diagnose if perspective is the culprit.
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Yeah, you would even get V18 if it comes out! ( I know that is an impossibility... I just wanted to see what V18 looked like in print... wow... V18...)
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HEY! Robcat's birthday! I am moving extra slow today to celebrate Rob's birthday!
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Help - installed TSM2 but its not listed in plugins
John Bigboote replied to Roger's topic in TSM2 - Rig
You will need to download it from Hash... I recommend having both versions installed. -
A well-rounded production from top to bottom! EGGS-ceptional! THUMBS UP!
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Thanks for the info, Fuchur. Rusty- TIME2UPDATE
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Hate to say, but the best way to get this right is to rerun the TSM process... making sure all options are set right.