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Hash, Inc. - Animation:Master

strohbehn

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  • Name
    M. Strohbehn
  • Location
    Minnesota

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  • Hardware Platform
    Windows
  • System Description
    Windows XP Home, Athlon XP 1600+, 1.25 Gig Ram, NVIDIA GeForce FX 5500

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  1. Fascinating thread you've got going here, Robert! I really hope you get this done on time. Can't wait to see how the sock puppet works out. Mark
  2. Awesome idea.... and the puppet looks great already! Looking forward to seeing where you take this one, Robert.
  3. Thanks, Gerry. The experience of having a deadline and a lot of critical viewers was a great motivator to actually complete a project and try to make it decent. It was satisfying to finish one, finally. The whole process is good to go through at least once, because you learn so much about workflow. Give it a try in the future if you have some spare time. One suggestion would be to go back to the 11 Second Club archives for whatever month and go through every single animation in rapid succesion. You'll quickly see what sets the interesting clips apart from the others. I found that if they didn't capture my attention within the first 2 or 3 seconds it was too late. Wish I'd done this myself before spending a whole month on the project!
  4. Thanks, Robert and David. I had hoped for a much better showing, but my clip didn't have enough interesting content to make it stand out. It was a great learning experience, though. Thanks, again, for your feedback during the process. The second and third place finishers got ripped off, in my opinion. Both were so much better than the winner, it was a shame.
  5. Are you saying that it may be possible, by the time you're done with this, to install the entire Squetch rig and only one compensate would need to be reset????
  6. Thanks, George. I was looking at some of the previous competition entries and even the middle-of-the-pack animations are outstanding, so I don't have huge expectations. Hopefully it will hold up OK. The 11 second club website has a voting section. You rate each animation (I think over 160 this month) on a 1-10 scale. I think you need to rate every clip for your votes to be registered, so it's a long process. Well, it was your idea. Thanks again for that, Rodney. It'll be fun to see other people's take on the audio clip.
  7. Hey Rodey, your suggestions were great and very timely. I deleted the ground plane and added a large cylinder, shifted off to the side so it looks like they're near a steep drop off. The effect is just as you described. Hopefully it won't be distracting anymore. The entry is submitted and no time for changes now. Funny how the finality of it suddenly gives me a keaner eye for things I would have done differently. My goal for this was to FINISH an entire animation for once! Learned a ton and had fun, so I'm satisfied. Here's the finished piece: may_11_sec_31k_final_with_counter.mov Thanks, everyone, for your encouragement and help. Great people, here!
  8. Thank very much! Hi Rodney. Great ideas on composition. Wish I had an extra 2 days, but I'll see what I can do in 2 hours. Thanks! Mark
  9. Thanks! Robert, thanks a ton for the great critique and video. Awesome! The feet shifting from 208-220 is intentional to show weight. I don't like it when feet are stuck to the ground. There's a lot of small feet shifts that I've noticed in myself, but maybe the clip is too short for this. The big shift on 180 was originally on "see 'em back", but I think what happened (now I see it) is that I did the lip sync exactly to the sound track, then actually slid the sound file forward instead of pulling the lipsync keys back. That screwed up the timing. Hmmm... I think all of the pass-throughs happened after I splined this thing. I should have been more careful to check for that. In the linear stage it all worked. The elbow issues at 290 happened when I was adding more hip movement to the moving hold late last night and I didn't catch it. The right hand slide on 150-175 was intentional, but if it looks like a mistake I'll take it out. Your comments about hip motion from 325 on are great. I worked hard on this up until that point, then dropped the ball. Thanks for catching that! Thanks again for the great help, Robert! I'll fix all of these things tonight.
  10. Here's the latest update. may_11_sec_29n_counter.mov - Fixed moving holds so they don't "hit a wall" at the extremes. - Made some asymmetry in mouth poses and worked on jaw movements. "O" pose still not great. - Worked on eyelid asymmetry and expression (still needs work). - Changed the sign wording. - Improved head movements. I'm open to feedback/suggestions. One day left! Thanks
  11. You're right. I slowed down the head nods and made them more subtle. Also slowed a few of the movements that preceded moving holds to make it look less like he "hits a wall". I decided to just go with a new decal on the sign. Thanks for the idea, though, Steve. Right about the 'O' phoneme. That's one of the hardest shapes for me to model. I'll have to work on the lipsync more tonight. Thanks. I'll see if I have any time left for something like that. It's down to 48 hours. Good idea, Paul.
  12. Hi David. I tried having a guy come down, hit the ground and recoil back up but it didn't work. It was a little creepy. Your idea of having the cord break is better, though. That could work well. I also thaought of having something else fall and hit the ground, as if it fell off the guy during his jump. Thanks, John. You're right, but there's got to be something with more impact/wit than what I currently have there. Any ideas?
  13. He's currently rigged with sculptable eyelids, so I'll work on that tonight. See if I can capture some emotion there. This has been a huge time consumer. Frustrating, rewarding, etc. Definitely tedious, but addicting. Sorry you had to scrap what you started. I've done that several times. Thanks for the critique and the kind words. I wanted a different angle for this sound file than everyone else would be using. Don't know if this succeeds or not. Sometimes what works in my head doesn't translate well for others. Is there a way I can make this bungee jumping gag work better with my existing animation? Possibly something different on the sign or in the background?
  14. may_11_sec_29b_h264_framecounter.mov All major animation is complete. Still needs to be polished.... especially head and eye movements. Most of it is still in linear or stepped, with the body and arms splined. I can still make minor changes, but the major action will stay as is due to short time remaining. My character doesn't have eyebrows and I'm concerned it won't read as well as it should. The eyelids can be sculpted as if they're eyebrows, but I haven't done any of that. The render is very basic. I'd love to try Ambient Occlusion, but don't know if there's time since I don't have a clue about it. I'm curious to see if you all think the concept works. This guy works at the ACME Bungee Jump Co. at their cord testing facility and loves his job. Especially when things go right and the equipment works Critiques welcome. Thanks
  15. Success!!! Robert was right about a 00:00 keyframe anchoring and preventing a shift of keys for these On/Off poses and certain others in the PWS timeline. What worked was to select the desired channel in the PWS, with the "All" folder (at the top of the PWS) selected. Then switch to the "Selected" folder (so now your previously selected channel(s) are isolated from the rest. Then select all of the keys except for the one at 00:00 and use the MOUSE, NOT the arrow key, to move the keyframes to the right. Crazy, but it worked for me. Thanks for the help, guys! Mark
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