pequod
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Posts posted by pequod
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The jump at the end he goes up rather too fast. But the shot looks real good.
What are the numbers on the floor? Is that some sort of temporary position reference?
You're absolutely right Rob, he does jump up too quickly, more like a rocket in fact. I've only got a 132 frames for the shot, so I was hoping to get away with it, shouldn't be too difficult to rejig and fix.
Yeah, the check pattern is to help me avoid feet slipping.
With regards to actions, in common with most people I've used them a lot for repetitive stuff like walks and in the past it's been relatively easy to add choreography action on top. I don't think I would ever use them for 'acting' type animation, except for maybe having a separate action for the lip synch.
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Here's an update.
There's loads I'm not happy with, it's proving more difficult than I imagined, but Martin is breathing down my neck, so I won't have much more time to work on it.
I've abandoned the paths, I seem to have forgotten how that all works.
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The problem is, I can't constrain him to the path at all. The first part is just normal animation, but the second bit, when he jumps, is where he should blend to the path for the run cycle sequence. He jumps to some arbitrary position to the right of the path. If I move the path he doesn't follow. I can't work it out, but it is a while since I've played around with actions and things might have changed in the new versions.
Dhar, I'm afraid I haven't had any luck submitting work to SVN. Last time, I simply emailed the project to Martin.
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Not much to show after several hours of trying to get this chap constrained to a path (and keeping the program afloat).
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Nothing to show yet, but I hope by creating a new thread, this will encourage me to stop procrastinating and animate the shot.
In this scene Woot has been transformed into Green Monkey and is scampering around madly, climbing up Mrs Yoop's chair.
Has anyone done any of the shots either side of this one? I don't want to run into continuity hiccups again.
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My word, you have been prolific today. This is a really nice shot, I want to improve it
Here's a suggestion that will make the witch's motion a lot more fluid. I know some people think that paying attention to arcs and silhouettes is redundant, but this a perfect example of where it would totally enhance the animation.
In order to get a smooth arc, as the witch's arm rises, I would not bend her arm back quite as far as you have done. Concentrate on the path her wrists make, it should be a smooth curve as it rises above her head.
At the moment you have both her arm flicking forward to cast the spell and her torso starting and finishing their motions at the same time........ that action needs to be offset/overlapped. I would suggest the torso follow the arm by a few frames.
Perhaps a little overshoot on the arm as it lunges forward, just enough to stop it looking stiff.
Apologies if I've jumped in before you were about to address these aspects anyway.
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When I first picked up AM, many years ago, my intention was to break into the 3D animation industry. Times have changed and I'm no longer trying to make a name for myself. I'm primarily a hobbyist, that's why I still show up on the forum from time to time.
So please don't worry that somehow the Briar Rose project is missing out on some opportunities, it's creators simply don't have the energy to pursue them. So, I've never attempted to sell the idea. Of course if someone were to come along and pay me a ton of money for the rights......
I had a question about the plot - is Briar Rose supposed to be smart or a bit dim or absent-minded?Briar Rose is meant to be smart, I'd say Gordon is the absent minded one, but he ain't no dummy either.
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Improved the "talk" month shape on SC, simulated dynamics and did a 5x multipass render.......... other than that, not too much difference from the last one. I think I'm done, unless anyone has any further suggestions?
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Gathering dust I'm afraid. I'm pretty much a spent force when it comes to big projects like this. I have been toying with the idea of doing a short (very slapstick) episode of the two main characters. Something with a beginning and an end and a story in between.
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Thanks guys!
Multi pass mo-blur would be better of course, I just wanted to see what everything looked like and not have to bake the simulations first. Actually, it took me several attempts to render it, the Mac version is still very temperamental.
I agree about the mouth shape for talk, I'll get right on to that.
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I appreciate the confidence you show in my abilities, but I'm no director, besides it would be a full time job
Here's my second pass..... almost done really, just need to finesse the expressions and tweak some of the actions. Woot now starts off in the middle, my feeble attempt at continuity.
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Excellent, works so much better.
BTW I'm getting that thumb thing too.
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Steve, if this is anything like the animation, it's going to be a great piece of kit. Love your Hand Gizmo BTW, I'm using it in the TWO rigs.
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Oh dear.
I can move SC to the left of Woot, but it sort of ruins the composition, he kinda needs to be the centre of the action. The easiest solution is to move the camera in to just focus on him.
Anyway, perhaps I should hold off on anymore work until Nancy's query is answered.
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That's great, this is a fun shot.
Okay, here's my suggestion. Since you have SC seeing the branch heading towards him, you really ought stop any forward motion fairly suddenly, have his body twist sharply away from the danger in a protective manner. You've got this already to some degree, but it's a bit passive at the moment. Even a quick jump in surprise will help emphasise the shock.
One more thing, as the branch hits SC in the midriff, that kind of impact would knock him back and possibly off balance. The degree of force and recoil is up to you of course.
I like his realisation at the end.
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Martin, Paul, thanks for the comments, I'll have another bash at it this weekend.
Ken, yes there is a continuity problem. I need to find a way to bring them back to their starting positions, or as you suggest, maybe a brief CU of Yoop or some other cut away to ease the transition.
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LoveToTalkTest4.movOkay, here's my blocking in pass I did over the weekend.
I tried to be disciplined and work using just hold interpolation, but found myself dropping that early as I needed to explore the rigging setup in these characters. Hats off to all those that worked on the rigs, they are very impressive.
Haven't done much to Woot yet, I might change it to him hiding behind Scarecrow for the first part, dunno, what do you think?
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Really lovely animation so far Robert, and you're a natural teacher to boot.
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Sorry, I meant fire_protector when I said fireplace. Thanks for the info.
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Hello fellow TWO animators!
Following Martin's gentle and persistent arm twisting, I've agreed to do a few seconds for TWO.
I'm a bit dismayed to find out there's no director for this venture, Martin tells me I should discuss my shot with you chaps to work out the layout of the sequence.
So, from what I can gather, Mrs Yoop has just finished her song (great song btw) and the trio are trying to escape, but are then cornered by her........ somewhere?
I've just noticed that KenH, who is doing 2_10_29 has them trapped at the fire place. That's useful to know.
Who is doing the shot before mine?
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Go to Hash's ftp site, Plugins/ImportExport and you'll find an OBJ file that you download and stick in your A:M HXT folder.
It works reasonably well in v12, I've just tried it.
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Not sure how useful this might be, but Martin thought some of the Briar Rose mill props might find an alternative home in TWO's Ku-Klip's Tin Workshop. Alot of them are quite basic, I used interesting lighting to obscure shortcomings in the texturing.
www.hash.com/users/milos/millprops.zip
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Hey, that was a quality piece of animation..... I'm well impressed. I like the idea of bowing the limbs, I shall try that out myself. I think some motion blur would improve it even further btw.
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Nice one Kevin Somehow, there's no mistaking that it's hair when you have backlighting. Hopefully when it comes to animate this cheeky monkey your shaders will also help reduce hair 'noise' too.
2_10_53
in TWO Animating
Posted
Merely to give this thread some sense of completion, here's the final Monkey scamper.
(Anyone else find animating the monkey's tail target rather awkward?)
I'll be taking a back seat on the TWO project from now on, not that anyone will notice, but good luck to everyone, especially Martin on making it a big success.
2_10_53_take.mov