Jump to content
Hash, Inc. - Animation:Master

mediaho

*A:M User*
  • Posts

    1,482
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by mediaho

  1. 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.

  2. 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.

  3. 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.

     

    image99.gif

     

    Here's some more info. Force Keyframe Dialog

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

×
×
  • Create New...