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mediaho

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Posts posted by mediaho

  1. There are quite a few things that can't be tested for until you're in a real world situation. The puttydude/Thom model can only tell you so much. I don't think I've ever worked on a project where the rigging wasn't refined and added to with suggestions from the animators throughout the production. Then it's up to the TD to determine whether or not those changes will save more time than they take over the course of the production.

     

    Chill. This isn't the first time you've over-reacted.

  2. Unless I'm missing a control, the IK hand is moving when I orient other parts of the model. They need to be as solid as the feet are. Also, it looks like IK is only working for the left hand. These issues may be moot with the v13 IK thingie(?).

     

    I'm having a blast with these squetch controls.

  3. I was just cleaning out my spam folder in my mail and something caught my eye. Here's how it started:

    Date: 31/10/05

     

    From: Robert Taylor

     

    Subject: PROPOSAL

     

    Dear Friend,

     

    I am Robert Taylor, a managing director and head of international private banking at Coutts and Co., the private banking arm of Royal bank of Scotland international I am contacting you concerning a deceased customer, and an investment he placed under our banks management 3years ago. I would respectfully request that you keep the contents of this mail confidential and respect the integrity of the information you come by as a result of this mail.

    It's obviously a 419 scam but hey - there are worse ways to raise money for a film!

  4. The tongue being slider-only worries me a bit. It would be weird for lipsynching to keep going back and forth between the interface and sliders. One of the reasons I love the interface is because I don't have the pose slider window taking up valuable screen real estate on my 1024x768 monitor.

     

    Time to name your face rig, Mark. Who has ideas?

    The Strohbehn Facial Rig?

  5. Mr. Taylor says a "shot" and a "scene" are the same thing. (And he truly doesn't like the word "cut.")

    Well, he's the boss but it just seems odd to throw out a century of cinematography terms. A "scene" is usually an extended sequence taking place in one location and is made up of "shots" which begin and end when the camera "cuts." I didn't make the terms up, I just use them so people know what I'm talking about.

     

    You must have missed Noel's last post - the multiple scenes/shots per Choreography idea got torpedoed. The default will be one Chor per scene, so the Chor will have the same name as the scene BUT, if in fact you can use the same Chor for multiple scenes, then you would rename the Chor to include each scene it contains: i.e. "Act2_Sequence4_Scene37_38_41".

    I'm going to have to read that again when I can wrap my brain around the new terminology.

  6. Other than the shaking eyebrows, it's awesome. I can't find a control to make the eyes blink independently of eachother (wink). There should be seperate L/R eyelid controls (unless I'm just not seeing them?) I see there are sliders for the eyelid independence. Could we get two eyelid null controls instead of just the one by the left eye? I love the independent nostril control - I couldn't quite wrangle it right on the last one. Also, I can't find the tongue controls.

     

    All-in-all, this is the best face rig I've used so far. Feels nice and solid.

  7. Here's a character with the kind of spine which Robert is talking about, where the hips and the torso can move indepedently (translation as well as rotation).

     

    I love that torso control.

     

    I like how you control the shoulders by moving the upper arm. I would prefer if it had a translate limit to keep it inside the mesh but it's a nice simplified solution to the shoulder controls.

     

    I should add that I really love everything else about the rig that I've used so far. Gonna test some more.

  8. Quick note... I don't think there is a porcelain material on that mesh I posted! Somewhere along the way it got deleted, so add a porcelain material and it will look much smoother and better. Try it...

    Yep. Looks much better. Strangely, the porcelain didn't work on the 1st frame, so I cropped it.

    [attachmentid=10483]

    madeoftin2c.mov

  9. I like the graphic interface a lot. Looks a little pixelated for me tho. Is that a roto issue or something with my video card? Also, is there a way to have it on in the camera view but not the other views? The limits don't really correspond in the perspective camera -- should we use an orthogonal camera instead? Also, could the upper lip 2-D sliders be a little bigger? It's quite a large range of motion for such a small working area. In fact, I'd say most of the box sizes could be tweaked, depending on how much deformation that slider makes to the model.

     

    Wonderful stuff tho. And the lip poses are a lot easier to use now and stay more solid. The slider setup is great too for fine-tuning. Two things I love in a rig are the ability to quickly lay out poses and the ability to tweak everything. Looks like we'll have these covered in the face and body rigs. A good rig makes animation a real pleasure, so thank you for all your work. It will save loads of frustration down the line.

     

    Cool. Brought this model into my project and the animation came over without a hitch.

     

    No changes to the animation, but I rendered it with multipass, moblur, and soft shadows overnight:

    *edit* wrong animation. Fixed now.

    madeoftin2b.mov

  10. I was thinking of things like the loons and the Yoop transformations. We're going to need some synnergy between Bob, the animation director, the modellers and the riggers to figure out exactly how to handle these things visually. For instance, if Woot becomes a green monkey in a flash, we could do that with effects, but if they need to morph in some way, that's going to have to be figured out in advance. Same with the loons puffing up, popping, etc.

     

    Something like Marcel's puZh plugin could help with the loons inflating.

  11. Worked some more with the face rig. I'm getting used to the controls and like them a lot. I find it a lot easier to work in front and side/angled views to keep the shapes. The auto eyelids that move with the eyes, plus the extra eyelid control is awesome. How the extremes are mode on our characters will make the biggest difference, but as far as controls, I only have a couple suggestions:

     

    * The eyebrows, eyelids and squint controls need to be seperated into hemispheres so we can work left/right.

    * L/R cheek puff/suck

    * I'd like to be able to smirk one side of the mouth and grimmace the other. Right now, the emotion control does both sides.

    * It would be nice to have a control to move the entire mouth shape around.

     

    Quicktime mov

    Project zip

    (audio in previous post)

     

    Hey cool. The project runs in the HA:MR viewer! :)

  12. As for the pulling a null past its limits, I don't know how it can happen when they're constrained. Are you saying that the null stops moving at its' limit, but the curve value continues to change?

    Yes. That's the exact problem I was referring to with the channels/curves. If that can't get fixed, the rotoscope interface (rotoface?) will help a lot.

  13. we may want to exaggerate the extremes more. It was difficult to get some shapes, like the W/Oo.
    Yes, more exaggerated poses would be best. Nice job on the animation, Mediaho. It looks like you have some upper lip poses fighting each other a bit. Did you get the keying and curve editing problem solved?

    Thanks. I'm still getting used to the controls. I'm definitely having some trouble wrangling the lip controls with the mouth emotion one. I'll do more of the audio clip tomorrow and put together a list of suggestions.

     

    The only workaround I found to the curve problem was being careful while I was working. Not a perfect solution, obviously. May end up being a feature request.

  14. So far I'm liking the face controls. One problem I'm having is copying and pasting the keyframes. I select all of the nulls I want to key, select 'key bone' and 'key skeletal translations', then force key - the pose is usually some extreme weirdness. Is there another way? Looking at the channels, the keys are obviously different values. Is there a better way?

     

    Also, even tho the nulls have constraint limits, they don't seem to be in the channels/curves. This leads to some very odd interpolation unless you stop dragging the null exactly where it's supposed to stop - very difficult when you're trying to work quickly.

     

    Anyway, I'm doing a quick lipsynch to test the system. I'll post some progress later.

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