mediaho
-
Posts
1,482 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Posts posted by mediaho
-
-
Also, where does Woot and the Tin Servant enter from?
I imagine the main entrance to the right.....in front of Tinman. I know it's different to what's blocked, but it could be nice to have woot looking round in awe as he walks up to Tinman and then he starts to run up to him and speak.
Sounds good to me. I think Martin wanted the Tin Servant entering first so we'll be re-blocking that first shot anyway.
-
These look amazing. I can't wait to start using the interior for my scene. Is it on SVN yet? Also, where does Woot and the Tin Servant enter from?
-
I thought I'd make a thread with some random tips and techniques I use that maybe some people don't know about. Everyone is welcome to add to it. Hopefully, you'll find it useful.
If you force keys on the whole model a lot but want to keep the number of keys/curves manageable, you can force the keys for only the things that already have keys by holding Shift when pressing the Force Keyframe button. This way you don't get a lot of key channels for bones that you don't actually use to animate.
Here's some more info. Force Keyframe Dialog
-
That's pretty much the one element I hate about modern animated films and one of the many great things about Iron Giant. I don't even like the fact we have to have scarecrow singing.
-
There are some minor script revisions that are happening - things they wanted to change after seeing what was done so far. Also some voice recording for the animators to work with. I can't speak for the other directors but I can say that right now, I'm being a little gunshy about blazing forward with animation until I'm relatively sure that work won't have to be re-done. Even small changes can have a ripple effect throughout an entire scene.
-
It took me less than a minute as well, per task. I have a lot of tasks. I'd like to be able to make global changes to multiple entries in one shot, if possible.
-
Awesome stuff. Beautiful poses and timing.
-
Excellent!!
-
I'm getting this message when I try to synch. Any ideas?
Oh - this is re: SVN if that wasn't clear.
-
That's excellent news! Can't wait to see what you do.
-
Glad to have you back, Al. Hope you're well.
-
I think it's important for people to see the ugly realities of making a film. collaborative projects break up because people think it's going to be easy and bail at the first sign of trouble. The more people that can see that giving birth is painful and messy, the better.
-
Hmmm... Sid Meier's 'The Tin Woodman of Oz' has a nice ring to it...
-
Another strong and loud vote for 24fps. Personally, I like the 3:2 pulldown look. Actually, that's hardly an issue any more with so many progressive scan DVDs and TVs now.
-
What is the current state of things. Are there any actions or choreographies created at 24fps?
All of mine.
-
I have to refresh the viewport for Scarecrow's IK arm positions to update. I don't have the problem with Tinman's right arm but I do with his left, so I'm not sure what it could be. I un/re-installed. I haven't cleared the registry yet cause it's a pain in the ass but that'll be my next step if this isn't a rig issue.
-
If you can, check out _1_05_06.prj for Tinman and _1_05_07.prj for Scarecrow. You can see the problems in them. I don't know what happened. I'm also getting a program freeze in 1/5/6 when I try to modify the slider values by selecting from the PWS and editing in the timeline. Specifically the heart door opening on his chest.
-
I'm noticing that the Tinman's IK left arm isn't working (the hand does not stay with the target) and the elbow aimers aren't working for the Scarecrow's IK arms. This goes for the regular Scarecrow model and the proxy.
Edit: Looks like scarecrow's IK arms are completely broken. They don't move with the controller either.
-
Congratulations! Nicely done.
-
I'm not sure why you would want to animate in an action rather then choreography. Drop your characters in the choreography that contains the set your working with. Then hide all the lights, cameras, set ect. and it will look just like your animating in an action with the benifit that you can animate from the camera view.
Exactly. Actions really should only be used for repeating/cycling animations like walk cycles.
-
FWIW, AM is really good at switching back and forth between different frame rates.
-
This is a public "thank you" to Mark Skodacek for weighting all of these characters' jaws and eyelids (and the rest of their bodies, too). His work has been outstanding, and will make the rest of the face posing work move ahead much more quickly.
Seconded!
-
I've been using 24.
-
I think this may have come up before, but should bone paste mirrored be working? I'm getting very weird results using Tinman unless I'm misunderstanding how it's supposed to work.
Eye Targets?
in TWO Animating
Posted
I was just going to say what strohbehn said. The target is really good once you start constraining it to other objects in your scene. Then you can turn off the constraints if you need it to follow the head.