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Hash, Inc. - Animation:Master

mediaho

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Posts posted by mediaho

  1. Will, Mike, Ed and Frank. The model has been sent with an updated right shoulder.

    A few problems with the rig as it is now. You may already be planning on changing these but I'll bring them up anyway, just in case:

     

    In IK, I should be able to move the shoulders without the hand target moving

    Also in IK, moving or rotatating the hips/body, the hand target should stay still as well.

    As it is now, the IK targets are a child of the hips. They should be at the top of their own hierarchy.

     

    The eye target is also controlling the eyelids and eyebrows instead of actual eye targetting. Is this temporary?

     

    The foot target is in an odd place to rotate from. It should be on the bottom of the heel (see TSM2)

     

    Hand move/rotate IK controller should be the same. Right now, there's "Right Hand IK" to rotate and "Right Hand Target" to move

     

    I really like the hip/body/torso null controls.

     

    Limits everywhere! Nooooooo!! Can they be split into their own pose sliders to turn them off instead of universally turning them on and off?

     

    There's a one-axis limit on the upper arm in FK. I should be able to rotate the upper arm in any direction.

  2. Just in case I forget:

     

    TinGirl being Nimmie seems abit too poetic right now. Perhaps almost cheezy...

     

    If she was someone else you could also throw in a scarecrow quip about him preferring intellectual girls rather than falling for every pretty thing that comes his way. Abit of social commentry there.

    One thing about her being Nimmie Amie that could be cool -- maybe her claim to be Nimmie makes our heroes believe that she is actually a spy for Mrs. Yoop trying to gain their trust. It's an unknown, an additional obstacle in the Yoop sequence. Maybe later in the scene, she says something that makes Tinman believe her -- something unique that she said in the earlier flashback sequence.

     

    Just thinking out loud.

  3. I love the hell out of it. I originally saw the Tinman and Scarecrow as the straight man and funny man (Buzz/Woody, Martin/Lewis) but that put Woot in the same position as the audience - casual observer. Making them both eccentric but in different ways allows Woot to be the straight man. I'm sure there's plenty of room for observations and suggestions here and the voice actors will also lend quite a bit of themselves to the parts, but William is correct. Mr. Taylor is our general and we have to trust his instincts and experience and do the best we can to carry his vision out. Rather than second-guess him, I'm going to be learning as much as I can.

     

    I'm gonna go watch "Wizards"

  4. Kermit the frog. no teeth or tongue, can't even blink his eyes. But emotion he can show...

    I don't mean it's impossible. We've all seen emotive performances from flour sacks and arm-lamps too.

  5. I would like to know what the animation directors would prefer or need.

    This one would prefer teeth (tongue not quite as essential) for lip sync--but that said, it's certainly doable to not have them.

     

    I really liked the version where the tongue is the same color as the rest of the bag, though. Just FYI.

    My thoughts exactly. I would prefer to have them both. Who cares what a real scarecrow would have? They don't move and talk and sing or dance either. The most important aspect is that the audience connects with the characters in a human way, no matter what the characters' species. Pixar knows this - this is why all of their characters - human, toy, bug, monster, etc. have easily recognizable human eyes, teeth and tongue. That's what we connect with. I'm a bit worried about getting strong emotion out of the button eyes as well, but that's not my call.

  6. Very nice! I can hear that idiot frog Slippy crying for me to help him now. :D

     

    For the planet, you should try using the 'planet' material. That way the resolution will hold up at any size without getting blurry.

     

    Quick and dirty:

     

    planet.jpg

     

    model

     

    As for the lights, they look good to me. Why do you need to enclose them in geometry?

  7. Two conventions that really help sell a night shot are bluish lighting (which you have) and sharp contrasts. Check out the night shots in Prince of Egypt.

     

    Revelation.jpg

    burningbush.jpeg

     

    They're not really dark images at all but they do have those two factors that makes you immediately think 'night time.' Our eyes adjust to limited light a lot better than real or CG cameras do so you have to kind of mimic that.

     

    When I did my Crow image, I only used a little blue for the bounce light and used an extremely hot streetlight-type light for the contrast. I did something between these two for the ill-fated Noz & Schrak (nee Grakk). Don't be afraid to crank the intensity of your rim light(s) up well past 100%.

     

    I just realized when I looked for that image on my site that almost all of the stuff I've worked on have been at night or have a primarily dark pallette. Never noticed that before. Maybe it's because I have a dark soul. :ph34r:

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