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Hash, Inc. - Animation:Master

CreativeAustinYankee

Craftsman/Mentor
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Everything posted by CreativeAustinYankee

  1. Interesting walk, I like it, alot of character. The music most likely came as a sample with Windows Media Player. It is "Like Human's Do" by David Byrne from his album Look Into The Eyeball. Thanks for sharing. Steve P.
  2. You might find Jason Osipa's book Stop Staring useful. http://www.hash.com/forums/index.php?showt...1876&hl=visimes There are quite a few on this forum who use a modified version of Jason's set up. Try a search on the forum for visimes. The dialogue clip is from the classic scifi spoof Spaceballs.. specifically the combination to the shield surrounding Druidia. The clip isn't focused enough on the character's mouth to really provide a detailed critique, recommend moving the camera closer. Steve P.
  3. Your best bet: http://www.wizards.com/default.asp?x=dnd/ag/20030808a Or you could find some of the manuals for the games, particularly the Monstrous Compendiums. Also, there's been some incredible artwork for the manuals. There is at least one collection of Artwork of the AD&D worlds. My personal favorite was always Ravenloft. Barring all of that, I believe both Boris Vallejo and Frank Frazetta have done lizard men. Hope this helps.
  4. Hehe oops, um yeah... I was looking at the wrong link. I thought the design seemed a bit much. In my best Homer Simpson, "D'oh!" Actually I've worked with a couple different versions of both shrink wrap and stretch wrap machines, and you're right, there is often some confusion between the two. The animation looks fairly realistic. The following depends on how detailed you want to get. One thing I noticed, on the heat tunnel, there's usually a heat gauge/control indicator/knob on the side facing the operator and at a few places along the line at each stage of the machine, there are a few emergency stop buttons, so the operator can get in and change the roll of shrink wrap for example. And, on some, there are flashing lights on top to alert the operator to a problem. The shrink wrap area was always one that needed watching. Ahh, the memories... Steve P.
  5. It doesn't look like any of the industrial shrink wrap machines that I'm familiar with, interesting design. OSHA would require a flashing light somewhere on or near the robot. Possibly a fenced off area or some hazard lines. The animation seems appropriate, if this is a professional project, I'd recommend adding a scene where it is in operation, have it wrap up a pallet of something. Possibly show the operator, establish it in an industrial environment. My two cents. Steve P.
  6. I like it, it has alot of potential. The one thing I'd like to crit is, right now, Ms Moon looks like Ms Pac-Man. Perhaps if you gave her a slightly different color or some ambience or glow? Just a thought. Steve P.
  7. First, it looks like the black areas are highly reflective, but, with this light setup, it doesn't seem that the light evenly reflects off them, ie... the spots on the front and briefly parts of the legs reflect, while the rest shows no evidence. Then again, it could be my monitor. In addition, and this is more a matter of personal preference, is all that shine really necessary? The walk cycle does look a bit stiff and symmetrical. To give it a more organic feel, work with the graph editor to give the movements a bit more fluidity. Some well placed ease-in and ease-out should help. To counter the symmetry, nudge a few of the keys around. Just my two cents, Steve P.
  8. Two big areas that really can't have too many tutorials, expressions and the new v. 12 cloth system. Just my 2 cents. Steve P.
  9. Charles Laughton's version has remained my favorite of the Hunchback movies, the less said about the Disney version - the better. Charles Laughton managed to really portray the humanity of the character. And the last scene in the movie has always been one of my favorite movie scenes. Sure, you could do the humor bit and maybe get a few laughs, or you could strive for something more. You've modeled the character very well. How about showing us some of his humanity. Getting people to laugh is fairly easy, getting people to really connect with the character - that's what sets apart the greatest animators. In any case, nicely done. Steve P.
  10. but now a simple move of its hand sends its upper arm parts flying away from the body... If you changed the scale of the model, after setting up the bones, you might have this result. Check your bone setup. Hope this helps. Steve P.
  11. Check your key frames, it's easy to add keyframes for more than the parts you wanted to. They may be interfearing. Also if you scaled the model up in the chor, that could have affected it. I don't think that's the case here because your whole model would be affected. Steve P.
  12. Great modeling. My crit depends more on the character of the robot. As it it now, the face is exaggerated. And, being that exaggeration lends itself to comedy, this is a visual cue that the character has a whimsical nature. If this robot it a clown, jester, prankster, or oversees children, this face mask would fit the character. If his character is more serious or non-emotional, this face would be a bit creepy. In the right setting, that could work... ever seen the movie Brazil? The face mask the doctor/torturer uses would be an example. Anyway, good luck with it. Steve P.
  13. I like it, the character has plenty of appeal. My one crit is the length of his feet, they seem a bit small. Steve P.
  14. Yep, you're in the right spot. As you can see between the keys at 00:20 and 00:25, the line is curved. Select those keys, right click, and switch the interpolation to linear. Steve P.
  15. --His feet descend below ground level between keys. I'm not sure why. On all the keys his feet are on the line.-- Check your graph editor, specifically the Y translation for the foot bones, you'll see that the splines are curved which dips below the ground plane. To solve this problem, select the two keys, right click, and switch the interpolation to linear. That should take care of the problem. Is there a reason he's walking with his knees bent? Good luck with it. My robot... hovers so I didn't have to bother with a walk cycle... Steve P.
  16. Pretty good, the tree fits the scene very well. My only crit would be the inside of his mouth. It might stand out a bit more if you changed the material. As it is now, he kinda looks like he has bark inside his mouth. Steve P.
  17. Wow, looks great. The head and feet are a bit large in porportion to the rest of the body, thus Daniel's "baby" comment. I'm not sure if that's the style you were going for, if you want a more adult appearance while keeping the head the same size, if you enlarge/lengthen the upper leg/hips and lengthen the tail, that might work. Anyway, good luck with it. Steve P.
  18. an energy being from planet X? a nuclear-powered levitating tribble? a REALLY pissed-off dandelion puff? whatever the case, it has an interesting look. Thanks for the project. Steve P.
  19. Hey Steve, Thanks for sharing a great model! I'll be using this guy for the Animation Bootcamp projects and other learning excersizes. Steves are pretty cool! Steve P.
  20. My only crits are small ones. The part where he rocks back and slips off/down the planet he's on seems a bit fast, there's no anticipation. Perhaps, the rock back could be slower or as it reaches it's balance point, it comes to a stop before spinning back. He could just start to realize that somethin's wrong and then wham. I think that what you were showing with the end grin and the eyes was "dizzy", but it seems abit more like "dopey". It seems a little quick. Something about it isn't reading as clear as you intended. Perhaps, he shakes his head to gather his wits? Just my two cents, Steve P.
  21. IMO: In My Opinion My only crit is more a matter of taste. I love the wood texture, very realistic... but that's my problem with it used here. It seems a bit out of place in contrast with Shaggy. Love the use of the Voyager music. Steve P.
  22. Interesting. Ummm.... the feathers don't seem to react much like they should, for one thing they bounce. They seem to change weight when loose. Steve P.
  23. Russel, Overall, an interesting idea. The color scheme is fairly good, I like the contrast with the metal, donkey fur, red curtain, wooden floor, and cello. The lighting is spot-on (sorry... bad pun). The mechanical arms are well done. Okay, areas that I think could use some improvement. The following is just one guy's opinion. Overall, donkey is disproportionate, especially his legs and head. Donkey should be squat with short legs. His head seems small compared to the rest and his neck seems a bit too long. His eyes and his muzzle could be bigger. Dude, you forgot Donkey's white patch on his chest and the tuft of hair on top of his head. Donkey's head looks a bit reflective. If I were going to do something simular, I'd "Borg-ize" a bit more. Perhaps give him an eyepiece. Replace one ear with an antennae. Give the rose stems a bit of bow to them. Anyway, that what strikes me as needing improvement. Steve P.
  24. Considering that this is going to be a "manufactured" item, randomness of the leaves isn't as important, especially depending on how much of this is going to show in the final output. I do recommend making the "leaf" feet a little bit larger and curlier, but that's more personal preference. Good luck with it. Steve P.
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