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Hash, Inc. - Animation:Master

CreativeAustinYankee

Craftsman/Mentor
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Posts posted by CreativeAustinYankee

  1. weird optical illusion...

     

    After watching this for a time, if you concentrate on the feet, it looks like the back foot is kicking the middle of the forward foot before taking a step forward. I guess it's the angle.

     

    It looks like a pretty simple walk cycle, the only possible suggestion I could make is to tweak the arm movements a bit to avoid symmetry.

     

    Steve P.

  2. Jason,

     

    Keep at it and keep it simple. And if you're looking for just a smidge more of a challenge, try a staple puller, a butterfly paperclip, or a hole punch.

     

    What you've got looks great so far. The thing that's really valuable to learn by doing these simple kind of models is getting the most out of the least amount of splines.

     

    Steve P.

  3. Wow, there's alot of potential there. It looks like a character caught in a downpour with flashes of lightening.

     

    A really spooky effect for this would be to leave it black and white and combine it with a color scene. Something one of the characters sees for just a split second. With the right model and animation, this could really be creepy.

     

    Thanks for sharing.

     

    Steve P.

  4. I agree with what the others have suggested.

     

    One additional small crit: to give the pic some more contrast, change the wall color, choose a complimentary color (perhaps a forest green). The current color is too simular for the guitar to effectively stand out.

     

    Just one guy's opinion.

     

    Steve P.

  5. Umm... not to discourage you, but the antennae look more like horns in the pic.

     

    You might consider making them much more slender, possibly curved. Most bug antennae are segmented, that could work well with a mechanical bug.

     

    As far as the body, since this is a cartoony looking character, too much realism would probably work against the simple character design. Depending on your plans for this character, a simple one piece (think turtle shell) would work nicely.

     

    Just my opinion.

     

    Steve P.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  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... :lol:

     

    Steve P.

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