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Hash, Inc. - Animation:Master

mediaho

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Posts posted by mediaho

  1. I think going without a flashback completely would be a bad idea. We would be mising out on a great opportunity to show Munchkin Country and really show the important bond Tinman built with Nimmie and the tension that tore them apart. Breaking in and out of that, back to the castle with him telling the story would kill the momentum, I think. Maybe not though. I'd have to see a story reel.

     

    I don't think we'd save too much time in animation either (though we would modeling and everything else not having Munchkin country or the witch). Long monologues like that are really difficult to do and make interesting.

  2. Borders/Walden bookstores have nice faux leather and gold leaf editions of some classic books. They have three L. Frank Baum volumes, the second of which has 'Tin Woodman of Oz.' Of course the online one is free but if you're a bibliophile like me, it's worth having. Here's a crappy cell phone pic of what it looks like:

     

    oz_book.jpg

     

     

    Edit: here's a slightly better pic:

     

    oz_book3.jpg

  3. I see the scarecrow as the intellectual, or at least pseudo-intellectual--Maybe like the character Cliff Clayborn on the TV show "Cheers", full of useless factoids that while interesting, are not pertinent.

     

    Say that they are being chased by the Hippogyraf, and scarecrow is relating trivia on the habitat and mating habits of hippogyrafs, and different theories to their origins--meanwhile Woot,and Tinman are dragging him along as they run up the hill!

    That could be funny as hell.

  4. Because Tinman hasn't got a brain (or a big one), he could get exasperated easily. Think of Woodys outbursts in Toy Story.

    I see Tinman as more level-headed. He is a benevolent king after all. I kind of saw him as the Dean Martin to Scarecrow's Jerry Lewis.

     

    The Buzz/Woody reference is great though. Like them, Tinman and Scarecrow are polar opposites in just about every way imaginable physically. I'd like to see that translate into their personalities as well.

  5. We should figure out what we need in a rig and take this opportunity to come up with the new, definitive 2005/6 rig. With all of the brains here taking full advantage of the new(ish) relationships and expressions, I'm sure we can come up with something incredible that blows the '01 rig away. I'm not great at rigging but I know the things I'd like to see in one.

     

    * reliable, intuitive IK/FK switching.

    * realistic, flexible shoulders that don't break in extreme poses (I know this also depends on the model and CP weigting)

    * as much limb independence as possible (i.e. - head doesn't turn when torso does, etc.)

    * feet that can roll on the heel, ball, and toes, as well as the sides. Hands with multiple pivots as well for IK.

    * simple finger controls (like TSM's)

    * squash/stretch (which can be handled in a few differnt ways. we'll have to discuss the best for this project)

     

    Some people like auto knee pointers or auto COG but I would say if we include them, definitely make them optional.

     

    Any others?

  6. A one-size-fits-all-shots rig is kinda the holy grail for me on these kinds of projects. For something like "Day Off..." that had relatively simple characters, we could get away with the one rig that fit all shots. With "Boids," I would say the biggest problem we had (out of many) was the rigging changes that took place per scene/animator. This was going on while they were still being modeled so it was a nightmare for those guys to keep up.

     

    When you have an all-purpose rigging system in a model, it makes thing infinitely easier as far as file management and revisions go. I would say if we need different rigs for different shots with the same character, we build all of the rigs into one model file and have sliders/poses to turn them on and off. We just build the characters with the specific bones that actually deform the model, sign off on that (i.e. no changes), then we can build multiple rigs that drive those bones with sliders to activate/de-active them, show/hide the controllers, etc.

  7. Personally, I think looking at the original illustrations and the movies are both bad ideas. They're all someone elses visual interpretation of the words! Personally, I'd like to see something completely unique, bizarre and impossible to duplicate in the real world or any other medium. Something that makes this magic fantasy world really magical and fantastic.

  8. Acting-wise, it's going to come down to what the voice actors do under direction. That combined with animation tests should give a fairly good idea of where to take the character.

     

    Personality-wise, I think Woot is the most important character to get right. The others can survive quite a bit of interpretation but Woot is the character that links this world to the audience. He's the Frodo, the Alice, the one kids (of all ages) can relate to. The audience interprets all of the madness through his wide eyes. He has to marvel at his encounters without looking too incredulous or we begin to question the illusion.

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