mediaho
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Posts posted by mediaho
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I've been recompressing through QT pro. With the IMA 4:1 codec for the audio, lowest quality. Keeps the movie file sizes pretty low.
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You have to be careful. There are a lot of things you can do that don't actually change the model, but will flag it as revised in A:M. For instance, selecting a group of CPs creates an untitled group and flags a change. Deselecting the CPs gets rid of the group but it's already flagged. If I see that happened to any models while I was working, I'll make sure I don't upload those revised files when I commit.
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Someone will have to explain the bittorrent thing to me. Also, that 72 hour thing isn't going to work for me. I get a couple hours here and there throughout a week to work on this and sometimes no time at all.
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Personally, I'd rather not undo someone else's work before starting. I don't see any reason you couldn't create one if you want, but I don't see any reason to put them in default scenes.
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That's beautiful. Excellent work.
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Is it the mesh, the constraint system, or something in v13 (or some combination) slowing things down? Even when I view everything in bounding box and facets, it's still not very good realtime performance even with 3.2Ghz and a Radeon X800 XT.
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Robert why are you trying to save over that file?
bt
According to Martin, that's where we should be adding our choreographies. I have the same problem with missing bitmaps. That's why I brought it up in another thread. We all need to be using the same files from SVN - nothing more. If anyone wants to use a file that's not uploaded, put it into the proper directory and upload it with the project. There should never ever be any "can't locate..." warnings with this project ever.
I've worked on enough remote projects to know that this needs to be rule #1 or we'll be dealing with serious problems down the line.
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That's an excellent model so far. Nice work!
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I up[loaded the village to the set cho's folder. Something like that - I don't have it in front of me. I added a cho so it can be easily imported. Any changes should be made to this one and re-uploaded.
One suggestion - there should be a master dummy/null/object that everything is connected to so the whole set can be moved/rotated with a single control object.
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Did we nail down an aspect ratio? I thought we said 16:9 at some point but all of the new work has been 4:3. I couldn't find anything in the wiki.
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I think FACE rigging has only been done on Woot's mom so far.
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Is this checked into SVN yet?
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Thirded.
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Vote for 'no' here too. I think it would be more confusing that anything when a character's moving.
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Amazing!
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Uh, we're supposed to have teams? I didn't even know there was a pool from which to choose yet.
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P.S. Ed, I hope you show us some more animation tests! THEY are awesome!
Thanks, man. The tests I did last night was just moving him from one ridiculous extreme to another to see how it holds up and how smooth the interpolations are. I'll start playing with some real personality tests this week now that rigged models are starting to pour in.
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These are awesome. I played around with the Tin Woodman last night. Have I mentioned how much I love this rig?!
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That is one good looking crew. Brilliant stuff, everyone.
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Is this the final arm IK/FK?
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That just reminded me of the episode of the Simpsons where they find a homeless guy who claims to have invented Itchy and Scratchy. They decide to confront the animation studio to get proper credit and Chester, the homeless guy says, "The studio's closed until Tuesday; animators have A.A. on Monday."If I don't imagine this... I uh... have to imagine... other possibilities... possibly a bottle of tequila and a beer in each hand while typing with his nose... in this one he is in his underwear.
Damn! A tequila sounds so good right now...
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I was planning on using the head's squetch controls to handle the general distortions but everything else we need to hit Bob's expressions should be built into the face rig. If the eyebrows can't move like Bob's, we should change their poses so that they do. A distortion box shouldn't be necessary but they are a good idea, just for more flexibility.Are you going to be adding a distortion box to the rig? So you can hit the poses Bob has sketched.
I only messed with the scarecrow face a little but so far it's really, really nice.
Animating standard
in TWO Animating
Posted
Here's an old tutorial, but the principals are the same.
http://www.hash.com/users/ed/tutorials/animtut.htm