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Hash, Inc. - Animation:Master

mediaho

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Posts posted by mediaho

  1. I also think the Hypogyraph is abit large. Isn't it the bear that he has to satiate his appetite with? Less than a mouthful as it is.

     

    The Hippogyraf's size works with the human-sized characters but once they shrink down, I agree he seems too big. I don't think he has to be much bigger than a real life hippopotamus/giraffe to still be really menacing to our shrunken friends.

  2. Excellent! They look amazing together. I can't wait to see Woot and Green Monkey in there.

     

    There are some apparitions that Mrs. Yoop creates to scare the characters, like a spider and some weird ghost things. I guess they will have to be assigned if they aren't already. I noticed that Nimmie Amie's witch looks a lot like Will's original Mrs. Yoop concept. I think that's great.

  3. Nice, Ken. Probably too many keyframes in your lipsynch tho. Rather than try to hit a shape for every syllable, notice how many sounds come out of peoples mouths in between "poses." For example, "If you wish to" should start with the "F" in "if." The "you" doesn't need a key because the shape is made on the way to the "w" in "wish." I would do the "t" in "to" next since the "ish" should could be made on the way as an inbetween. Try to hit the hard consonants first and the vowels usually take care of themselves. When they don't (like "oo") then put a pose in. Less is almost always more with lipsynch.

     

    Did you extract that audio from the animatic yourself or are Bob's audio clips available somewhere?

  4. I've been sick all week and trying to get through the holiday, so I just watched the whole thing. Wow. I'm blown away.

     

    As others pointed out, there are some minor inconsistencies. Personally, I have no problem with the heart exchange. In fact, I like the fact that he "fixes" her himself rather than some non-committal "engagement" pendant. It feels more happily-ever-after to me. I believe it can be animated to be sympathetic and caring and not creepy.

     

    The one thing that bugs me is Woot's violent rampage and abduction in Loonville. It seems to go against character and I have a huge drop in sympathy there. Maybe instead of purposely trying to perforate them, he tries to scare them and they clumsily (and humorously) fall backwards into each others' spears? They could run around scared, accidentally popping each other in the panic. Stealing one of them and leaving him at Yoop's castle seems odd too. Perhaps in the mayhem, one of them falls into Woot's pocket or bag and he doesn't notice until they leave Loonville. He can promise to take him back on the way home. Then the loon (willingly) comes in handy in Yoop's castle. I think they would have to take him the rest of the way in Woot's pocket so he can be returned to Loonville by Ozma.

     

    If we're going to personify these things, we shouldn't treat them as objects to be attacked, taken, used and discarded. The heroes have to be better than the enemy.

  5. The IK works great now. The elbow control is weird. Using the roll handle on the upper arm (that's actually located near the shoulder) isn't very intuitive. Roll handles are always touchy to work with anyway. I'd rather be able to either just drag the tip of that bone around or have something similar to the knees - except moving the hand should move the elbow like the feet do to the knees)

     

    I'm having some trouble with the fingers. I'll try to make a test project later today to show how they can interpolate strangely from pose to pose.

  6. I hate to keep bringing this up constantly but the IK is still broken.

     

    * switch arm to IK

    * move hand target closer to the body so the arm isn't completely extended

    * move shoulder or elbow

    * hand moves

     

    Expected behavior: hand doesn't move.

     

    Also, in IK, to move the elbow, am I supposed to use "right_bicep_FK_controller"?

  7. 2-two ways of controlling the shoulder? That's more clutter. Is there a reason that having the shoulder follow the origin of the upper arm bone is not enough?

     

    I can always get rid of one method if that's what's preferred.

    I'd like it if the shoulder control was only visible/useable in IK and moving the bicep posed the shoulder in FK.

     

    This doesn't have the new IK/FK yet, right? IK hand still moves when I pose the shoulder.

  8. Same animation, better lighting, using the dynamic belt/hat. I should have messed with the hat stiffness a little more. Next time.

    [attachmentid=11173]

    Think I found a bug as well. When I rendered with multipass/moblur, the dynamic only calculated the movement in those semi-frames and didn't take into account the velocity from previous frames, so it basically went nowhere. If this is a bug, I'll submit to A:M Reports. Example:

    [attachmentid=11174]

    Can't wait til the FACE is in there. This is too much fun.

    thinkBb000.mov

    thinkB000.mov

  9. You're doing a sterling job Mark. If you compare the two running movs and keep an eye on his boots/legs, you'll notice how they elongate. They were perfect in the last rig IMO.

    The rig is good. I just messed around with squetch sliders on this one, seeing how far I can push it on top of the animation.

  10. Having trouble making the fingers bend all the way. I rotate the finger control on the Z axis which bends the second 2 joints of the finger, but when I rotate the control bone so the first joint curls in, the other two joints uncurl. I'm also getting some popping when I use the spread/clench control with the fingers bent like this.

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