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Hash, Inc. - Animation:Master

gschumsky

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Posts posted by gschumsky

  1. I wanted to do some sort of sigh, but there doesn't seem to be a pose for "breathing"...probably because he's tin (though he's able to move facial muscles).

     

    There are poses in the "Animation_Controls/TORSO" section of the pose sliders for chest and stomach in/out...I don't remember if those were set up or not, Greg....I don't have time to check Tinman right now, it will be tomorrow before I'll be able to check.

     

    Found them..though it's not quite enough for a good sigh. Can I get more chest out in that pose, esp. in the upper chest area? I've got it at 100 in one area, and bent him back a little as well to emphasize it, but if you could do little bit of extra rigging, muscle movement in the upper chest, that would be great (and help sell the shot).

     

    Thanks for such great work and a fun toy to work with David. ;)

  2. Hey fellow TWO animators:

     

    I'm looking for a possible solution or workaround, aside from rendering TGA's, when spitting out a test movie. Right now I've been outputting as QT, though yes, I always preach to others to output as TGA files. But when needing almost instant feedback, I either use the render to file, or render animation (both set as QT) so I can see my results without having to open QT, load the image sequence, etc. etc. The output is fine, but then AM gets all wonky, which I have reported as a bug. So here's what happens. I render (doesn't matter which way), shaded, and AM does it's thing. Then all the stuff in the PWS disappears (except all the plus signs), and the render buttons stop working. So, I have to quit AM, re-open it (sometimes I have to trash the prefs for AM to even open). Now, maybe doing this once a day is okay, but every ten minutes or so is getting to be a real hassle.

     

    I'm on a G5, ati9600 (I think, I'm not home right now). 3 gigs of RAM...

     

    Any workarounds until this is fixed would be greatly appreciated...maybe a different video card?

     

    Greg

  3. I wanted to do some sort of sigh, but there doesn't seem to be a pose for "breathing"...probably because he's tin (though he's able to move facial muscles).

     

    There are poses in the "Animation_Controls/TORSO" section of the pose sliders for chest and stomach in/out...I don't remember if those were set up or not, Greg....I don't have time to check Tinman right now, it will be tomorrow before I'll be able to check.

     

    Yeah, I didn't see them in there, but there's stuff I'm still discovering.

  4. Looking nice greg! I like the emotions you have playing on his face. One thought about the eye movement, I know he is apprehensive, maybe sad too, but there are a few times the eyes move when it seems undirected because it's not quite quick enough I think, and the eyes don't have a hold in a place or two when I think it might help to "solidify" the performace a bit. I think I know what your going for, but this is just a thought which might help feel more purposeful. Just a thought. I'm not saying all the eyes movements in the shot should be fast, just at some points.

     

    Nice work!

     

    -Ethan

     

    Thanks Ethan. Yeah, I know exactly where you're talking about (when he looks down for a moment). I think I can do that are as far as the time allowed. The shot isn't supposed to be too long, so I was trying to get as much in as I could without cramming in too many moves/expressions. One more pass on the eyes and I think I'm putting this one to bed.

  5. Take 2...

     

    A little more body english, looking higher at one point, etc. etc. etc.

     

    Really nice going. He's definitely thinking something.

     

    Perhaps for some more body english, he could have a shoulder shrug, and/or a chest heave for a sigh, that is maybe coupled with a very slight head shaking "no" action, &/or quick eyebrow lift & release, towards the end somewhere to indicate even more internally acknowledged unsuredness, and that he doesn't know yet what to make of all this.

     

    I'm wanting to be absolutely positive of what he's thinking & feeling, and I get the feeling of unsuredness, but tending towards confusion like in "Is this the right house?, and What was she thinking?"... So the more clues the better, as this is a hard thing to communicate without dialog.

     

    Those might not be the right actions - but perhaps there are others that might say more clearly what you want to say he's thinking.

     

    Thanks Nancy. I played with a shoulder shrug and it seemed too much. I wanted to do some sort of sigh, but there doesn't seem to be a pose for "breathing"...probably because he's tin (though he's able to move facial muscles). As far as what he's thinking, it's a combination of "is this the right house?" and "It's strange being back", remembering parts of his past as he's gazing at the house.

  6. I was going to make him look higher up, but Nimmee being a munchkin, I figured her house was only going to be so high anyway.

     

    Actually (from the scenes I've had with the house) it appears that her house is of a normal size.

     

    Nimmie is petite compared to Nick-aka Tinman-aka Chopfyt, but has not been made a munchkinized meat girl.

     

    Ahh, got it. For some reason I thought I had read in the script a while back she was a munchkin...

     

    He may still keep the look he has now (not too many people look up at roofs unlesss they're a roofer...or looking for Santa Claus).

     

    Thanks Nancy.

  7. Thanks. After I posted this, I found the Master eye target and the slider to control how much. I had read about the eye bone, but didn't know where it was, so master eye target was the solution, and worked quite okay. I found the advantage was I could move it, then follow with the head so the eyes stayed focused on their destination. The disadvantage then was if the head moved at all, I had to reposition the target (though I could have turned it down or to 0 in the pose). But, I kinda like the fluidity of using it, which can be seen in my WiP thread in the animation section.

    Btw, the facial rig for Tin is way cool, and I love the amount of expression I can give him.

  8. Hi Greg,

     

    This looks great but I think the second eye squint is too much. I'd suggest.. remove the second eye squint and replace it with a thinking eye shift instead.

     

    Just my 2 cents

     

    George

    Thanks George, I'll give that a try tonight.

  9. Glad you could join us Greg :)

     

    I'm not sure I understand the shot. this is what the script says [2_08_01

    EXT. NIMMIE AMEE’S HOUSE - DAY

     

    TIN WOODMAN stands silently in front of a Nimmie Amee’s House (OS). There’s no sound or activity.]

     

    I must admit it's quite vague and I don't understand how can TW be off screen (OS) while standing in front of the house? But if it is a close up shot of TW's face, then in 2_08_03 it says that TW is nervous. So, I would think that is what should be his facial expression in your shot. I think - I could be wrong.

     

     

    Yeah, I know that's what the script says. The storyboard has a CU of him looking slightly off camera, and that's what was set up in the project I got off SVN (so maybe it was changed after the script to show more of a reaction? ...). Could be the intent for OS was not off-screen as we're used to, but over the shoulder (and I've seen some writers do that). As far as scene 2_08_03, I didn't even know about that one (hadn't been assigned to me). I think an establishing shot is a good idea (which should be 2_08_01), either over the shoulder, or maybe even a worms eye view of Tin from behind standing there silently, with a little bit of motion, shifting weight, facing towards Nimmee's house, then cut to 2_08_02 (whatever that is) then the shot I made.

     

    So, any suggestions on what's here, pretending it's 2_08_03 ?That would save time, then all we need is the establishing shot.

  10. well pretty good - and pretty funny.

     

    since you didn't set the scene for us in terms of what he's supposed to be thinking about viewing her house - I will say how it reads to me - it appears as if he's not quite sure of what to make about her house & even finds some of it strange or odd.

     

    So was that your intention? I assume he's viewing the exterior at this point? If so, maybe he should be looking higher up at some point in his inspection, to indicate the size of the house.

     

    (Also did he take off his crown in another scene?)

     

    Thanks Nancy. Yes, I was going for the kind of unsure/nervous visiting an old girlfriend's house mood. I was going to make him look higher up, but Nimmee being a munchkin, I figured her house was only going to be so high anyway. As far as the missing crown, I haven't a clue as to why it's off. I loaded the project from SVN that I believe Martin set up, and off I went.

  11. Hey gang,

     

    Finally(!) have time to join into the hackfest. So I'm doing a pretty easy shot, Tin Woodman looking at Nimmee's house. I've got what I think is the basic motion blocked out, but now I need to animate the eyes. I don't seem to see (sorry for the poor pun) where the pose controllers are to move the eyes, or what the trick is (moving the targets seems to do nothing..don't worry I tried once and undid that).

     

    Help would be greatly appreciated. But I do really like the rigging. Lots of fun stuff to do with the character's face. :lol:

  12. Does anybody know what the story is? If so, how can I find it?

     

    The game is going to be closely based on the movie of the same name, and adding some elements from the book, which were removed from the movie script due to time constraints...though if Martin were more like Peter Jackson, then the TWO movie would be about a 4 to 5 hour animated film.

     

    You can get the script for the story for the movie on the TWO movie forum. And as of now with the game, we have a lot of ideas and scenarios for it, just not compiled in one neat place yet.

     

    Happy New Year ;)

  13. Very nice. I'd say the one thing that kinda bugs me is the ground, esp. where the tiles get bigger and fuzzier towards the camera. The ground should be in focus at least where the car lies, and maybe closer to the camera, depending on the camera's depth of field effect you're trying to simulate. So, let's pretend you shot this. From some basic photography knowledge:

    If you used an aperature of f11 or higher, everything would be pretty much in focus, from in front of the camera to the building.

    For an f-stop of 8 or lower, and you focused on the car, then the background and foreground would be slightly out of focus from the 8, and more so with lower f-stops (wider lens opening).

    Also, is the ground supposed to be the same color as the background plate, or is that more of a beige sidewalk?

    A: The car is stunning, esp. the reflections and the lighting.

    B: Fine tune the ground and dof, and it should look like a real photograph.

  14. A CG railroad is the ultimate scratch building project (especially in A:M) but not one of the hundreds of vendors in MR magazine have anything that's useful to me other than the prototype blueprints and nobody seems to sell those. :angry:

     

    Hmm, could be another market for A:M...

     

    Could start a whole new hobby. Besides supplying the basic freight car and Jeff's engine, maybe a standard straight track and one curve, a straight with a switch, some signs, railroad crossing guards...basically a 3D CG Train kit.

  15. Yes, arcs make all the difference.

     

     

    There are benefits to keeping the game fairly close to the movie; cut scenes, dialogue, models and images.

    So much depends on the TWO movie itself but I think we've got enough to start the refinement process.

     

    If we can get all the ideas compiled so far and then posted as a spreadsheet (does Holmes tool do that?), that would be good. I was just thinking today it would be a good idea to see where we are.

     

    I know WebHAMR isn't really a game engine but a lot could be tried and tested with it too.

    We can start some of the refinement even now but to officially launch... as you say... maybe after the holidays?

     

    Hmm, don't know if WebHAMR is quite ready for interaction on that scale...but then again I haven't had a chance to play with it, being there is no Mac version. :( As far as starting after the beginning of the year, I think that will give us the chance to look at the game with fresh eyes too.

     

    Might I suggest we target the timeframe where the majority of modelers will no longer be needed on the TWO movie for modeling assignments?

     

    Yep.

     

    We have a good opportunity to really flesh out what will be needed before laying down splines.

     

    Agreed.

  16. Steam powered cyber punk kind of train (maybe water, solar heated, or using some form of Oz magic to superheat the water..).

     

    If you think about some things from the Wizard film, there were elements that were very turn of the century (the wizard's balloon for one). We could incorporate elements that are Jules Vernish with Ku Klip's shop. I like your ideas Rodney, and think we should explore each one, then narrow them down to the top two or three.

     

    And I'm really hoping we get the game done as well. Once the holiday season passes, I think we'll all have a little more time to spend on this. But in the meantime, let's try and keep the ball rolling to some degree.

     

    Too many good ideas and effort have already been put into this to not let it happen.

     

    Greg

     

    edit: Hey Holmes, dude, what's up with the wiggly-jiggly avatar?

  17. Hi Kin,

     

    Sorry I didn't see this post either. Did you originally post here in the game area? Anyway, contact Rhett Jackson or Martin regarding the music for the film (you can PM either from the other areas of the TWO forums). As far as game music, I plan on using themes from the game, maybe even actual tracks that will then need to be looped as seamlessly as possible, with some new music as well for scenes that won't be in the actual movie.

     

    So, I look forward to seeing, or at least hearing, more of your work, esp. if you can get some into the film.

     

    Greg

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