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Hash, Inc. - Animation:Master

Fishman

*A:M User*
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Posts posted by Fishman

  1. Vern,

    I e-mailed you the models. I'll do some screwdrivers and take a shot at an anvil or two.

     

    I only textured the models to get a feel for what they would look like. I realize that someone else will be doing the texturing for consistency's sake.

     

    Getting into this now!

     

    Scott

  2. Vern,

    Better late than never I say. I finally got around to making you a couple of hammers. Here is a wooden mallet and a wooden handled claw hammer. I've added standard materials to get the look. I am e-mailing the models.

    I still owe you a ballpeen and a smaller tin shaping hammer.

     

    Scott

     

    [attachmentid=9916][attachmentid=9917]

    [attachmentid=9918][attachmentid=9919]

    post-4321-1128810325_thumb.jpg

    post-4321-1128810356_thumb.jpg

    post-4321-1128810396_thumb.jpg

    post-4321-1128810418_thumb.jpg

  3. Cute.

     

    A couple of things. When you first see the red guy he is holding his sword in such a way that you can't actually tell it is a sword. Perhaps have him hold it at an angle so you can see that it is a sword and how big it is.

     

    When the red guy gets chopped he becomes perfectly still for several frames. A moving hold would probably work better there. Also, his sword disappears after he drops it. It may look better to have it land on the ground somewhere where is can be seen.

     

    Looks like fun, though.

     

    Scott

  4. Vern,

    Man, you must be a glutton for punishment.

     

    I would like to volunteer to make the tinsmith's hammer. I will also take a pass at a ballpeen hammer and a regular claw hammer. I'll use the picture from your website as a model for the tinsmith's hammer and I will use hammers from home as references for the other two types.

     

    I just thought of another item. I have a scratch awl at home that looks like it would be useful in a tinsmiths shop, I'll model that up as well.

     

    Basic question, do you want them full scale? I will go on that basis and use my home hammers as references. Also, do you want progress posted to this thread or to new threads?

     

    At your service!

     

    Scott

  5. Actually, I've had this question as well. I would love to hear a more detailed answer than Yes and Yes.

     

    How does it make rigging easier? How complex are the rigs? How easy are they to apply to a model? How do the rigs compare to the Hash 2001 rig or even some of the rigs proposed in this forum?

     

    Thanks,

     

    Scott

  6. I think that is an excellent head. It already has character and is engaging.

     

    One thing I do when I'm trying to assess splinage is to study the prebuilt models. They usually give me clues as to where I can improve. From the looks of the splines, it seems pretty good to me. It may just be a matter of tweaking.

     

    Scott

  7. Peter,

    I hadn't noticed the volumentrics before that, but what struck me and still does is the sharpness of the edge. Light projected on cloth like that is not likely to have such a sharp edge. Additionally, the roundness of the window staying perfect like that accentuates that the bedspread, with the little girl underneath it, is flat.

    The enhanced volumentrics look good.

     

    Scott

  8. Peter,

    Looks great! The only thing I might add that the more esteemed members didn't already mention is that in the stills the foot board on the bed frame looks kind of strange. Not sure if it is the modeling or the camera angle/focal length. On the left the horizontal member meets partway up the vertical whereas on the right it disappears below the matress. Also, the projection of the lampshade onto the bedspread is too sharp. It accentuates the lack of wrinkles in the bedspread, either a soft shadow or some wrinkles in the beadspread may help.

    I speak for all, I'm sure, when I say that I can only imagine how excited I'll be when the whole movie comes out if I get this excited when I see that you've added an update. You're doing an awesome job, keep up the great work.

     

    Scott

  9. It looks to me like your problem is that the wings in the spread position are too big. If the tips of his wings when folded only reach roughly to his tail, then I would use that as a guide to how long they are. If the wings are the right length, then I don't think you'll have to do much more than maybe a little smart skin to clean up the wing fold.

     

    Nice character!

     

    Scott

  10. OK, maybe hate was too strong a word. I apologize.

     

    I just don't think they work as they are currently being implemeted (and you do say they are in the trial phase). I'd be curious to see a clip where they are not used at all and compare that to a clip where they are visible all the time.

     

    When I look at the character with the teeth present he looks flatter, whereas when I look at him without the teeth he seems to have more depth.

     

     

    All in all, I think if you do him with teeth that they would look better actually modeled as geometry so that glimpses of them look more natural.

     

    Scott

  11. Mike,

    I really love this character, but I hate the teeth. When he's talking and the teeth aren't there, it looks great. When the teeth are there, not so great.

     

    Just my opinion.

     

    Also, his skin seems to have the same sheen as his suit. He seems to be made of the same material as his suit. Is that intentional?

     

    Scott

  12. I really like it. The look is really cool and the animation is excellent. I have one small comment. When he is coming to a standing position, it seems like his right leg should come back a little farther to give him a three point triangular base (left foot, right hand and right foot) to be able to push up to the standing position. As it is his hand and the two feet are in a line which seems a less stable, less powerful position.

     

    Hope that helps,

    Scott

     

    PS: Who left that big picture window open?

  13. A couple of comments:

     

    1) It seems like he should rotate more around his hips.

    2) The back foot push off looks wrong. It doesn't look like he's actually pushing off with his back foot more just bending it for no reason.

    3) There also seems to be a couple of times where a frame was held giving it a more jerky look.

     

    Nice character though!

    Scott

  14. Now take a look at your horizontal movement axis (probably the x-axis). This should only need two key frames. The starting location and the landing location and should almost be linear. His horizontal velocity should be constant. If you look closely the robot, just before the landing, seems to stop moving from left to right.

    Your z-axiz should really require limited keys. On the z there should be one at take-off, one at the peak and one at the impact point. Points before take-off and after landing show follow through motion. You have about 4 or 5 keys in there. If you delete some of them leaving the one for your take off point, one for the peak and one for the landing, you can then use the bias of the peak point to control his vertical acceleration and deceleration.

     

    Looks good so far.

     

    Scott

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