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Posts posted by PF_Mark
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Incase anyone is wondering Robert And I are skyp calling about these takes. Ok Robert how does this look?
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Ok I still need to nail the timing but this is what I have in mind for the motion
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Ok previous was just breakdowns of feet this is breakdowns of everything. Note starting part is still Roughly blocked I have alot of fixes after deleting arm_maintain_soulder_orientation poses
Robert I fixed the knee pop you noticed and I put the feet closer together but with this camera angle I think I might need to move them still closer?
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Ok just breakdowns of major joints I start working on facial and a little hand stuff if you like this Robert
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It's cross-Eye 3D.So How do I see this in 3d do i need the glasses or is their another way?
the scarecrow's? I was going to leave him stuck on "one". I thought about having him act out something different for each "thing", but aside from being very time consuming it would have distracted from the Tinman in the foreground. This loop may have to do.So now you are going to animate the left hand fingers in the chor?Yes it will do very nicley.
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Ok these need some work but I have them all started I think I polish these more and add some small facial stuff.
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Ok after fixing the spaces of feet in starting pose and getting the action to work I have the breakdowns ready for inspection Robert.
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Ok thanks to alot of help from my friends I got it to work I pose is not the same but I tested it and I can now adjust it in the action and it works in the chr. I ended up cleaning up some un-used control points that fixed the hand. Then I un did the arm_maintain-shoulder_orientation with doing a on off frist this changed the arm later on but I got it back with copy pasting luckly I still in blocking stage in chr so I will have to touch up a few areas again but this save the action which I put alot of time into.
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Ok, I took a look at the chor. Here's what I did to fix it, I deleted everything from the action that wasn't needed, including the maintain poses. There are only 7 bones and nulls left that are keyed in the action.
I uploaded a new chor with an embedded action to the svn. If this is what you are looking for, you can unembed the action and save over the existing one.
Thanks every one for the help I took a look at mtpeak2 chr and this give me the chr pose right but a T pose for the arms in the action. So If I go this route I could animate every thing but the arms in the action but do the hand waving in the Chr?
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ok, I got the scarecrow action that was making the arms go whacky to stop making them go whacky.
And now you can see them not go whacky in stereoscopic 3D:
So How do I see this in 3d do i need the glasses or is their another way? So now you are going to animate the left hand fingers in the chor?
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Thankyou guys so much I will see if I ca recreate these fixes and get back to finishing TWO!
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Looking good Mark.
Perhaps the middle one has abit of a jitter. I'd suggest making the looking action longer so it's less obvious it's a canned action.
The next one I trying a 4 sec cycle as an experiment. I going to go back and see if I can fix some of the jitters maybe as I do more I learn how get those totally out?
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looking around
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Winkie 2 handed cycle 1:15 39 frames long
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Winkie one hand wave cycle is 2 sec 48 frames
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Now with chains wrapped around the thing-a-ma-jig. I've turned off the reflectivity on the doors so we wouldn't see the off-screen tinman standing there like a post.
Three attempts at making the chains look like they are going fast:
#1 is better in my opinion
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I did some searching around here but couldn't find anything. Whatever happened the generic models that were used for the ultimate animation excersises in the newbies section?
I need those!
if someone could lead me to them that'd be great
I think you mean these if you mean the boot camp stuff?
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I made the same changes as in 49 and committed them. But I need to talk to you about Sc51 I just noticed that in Sc51 his hand is on chair but in Sc50 it is just a close up of characters face so you could put his left hand from leg to chair so in Sc 51 it is on the chair.
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In the chr can we turn down the reflectivity with out changning the model itself?
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I animated TS cap collar in some scenes because his head was penetrating it so if you do a cloth on the cap I wonder if you want to or can leave the collar out of it? Just thought it might be better to let you know?
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Bump
The Article that Martin said was requested by a Magazine during Cannes Festival
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last bits
a- Tinservants' foot looks like it's floating. move it to appear on surface. make sure that doesn't cause the leg to get pulled tight at any previous point. test render that small area to check that the foot looks onthe surface.
b- lift Tinman's heels so his ankles are so weirdly bent.
c- turn tinman's eyes (just the eyes) to look at himself as seen in reflection
d- hand is floating on nothing. rest it on knee or leg or something
A- I just rotated it so it is level and touching floor of platform. After that I had a IK knee pop so I animated the heel_ball_rotate (heel rasier) and I think the charaters CFG is going back far enough to have his heel raise up a little and adds some 2nd dariy animation to the scene.
B- Done and I adjusted feet to be touching floor at toes they were off.
C- I played with this for a while and I think I have it ok but I seem to get a cross eyed look to it when viewing it up close maybe this will be less from camera view.
D- I repositoned both hands the other one we into his leg so I rotated them pawn down and placed them on thigh. After that we have some small jiggling of upper body for scrubby with cloth. this made hands jiggle and was distracting so I switched to IK arms so hands stay still while upper body reacts to TS rubbing.
Rendering jpg now will post when done Well you can not see his eyes but how is this
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Ok slowed the anticapation into walk and reduced hand snap in the wave.
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By Joe I think I got it!
2_01_90
in TWO Animating
Posted
Ok I Reduced the amount of motion in beginning this hand grab happens in 5 key frames so unless you want to stretch that out more?
2_01_90_V83.mov