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Hash, Inc. - Animation:Master

Luxo

*A:M User*
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Posts posted by Luxo

  1. Thanks everyone! KingSalami, I'd love to see you do that :D (you should have seen me prancing around my room acting out the action. I still have the file on my computer actually! I'm going to go trow my computer in the fireplace.). I'm having lots of trouble rigging the tail, I have a new-found respect for the people who build and rig these characters for the community. Hopefully I'll figure out a good rig for the tail and post my "final" animation here for critique sometime today. Thanks ya'll.

  2. Thanks guys. Glad I might have got a chuckle or two out of you :) This was fun to animate, just to loosen it up a bit and put some character in a exercise was nice. (the model is already full of character!). Thanks for your comments, robcat I'm not sure what's going on there, I'll investigate. I'm planning on rendering out a nice toon version (With multi-pass *gasp*!) once I'm done cleaning it up.

  3. Hi fellow hashers. I have here, fresh off the printing press, a cartoonish run cycle. "Cute" was sort of what I was going for---tell me what you think! Thank you very much! Josh.

    The tail is not animated. For some reason the target isnt working. I'll have to rig it myself :unsure:

     

     

    For latest update go to page 2

    Click here to watch LoopFRONT

    Click here to watch LoopSIDE

     

    Model credited to Ken Heslip, thanks for making this awesome model public Ken!

  4. Thanks everyone! Lol, that is a weird optical illusion. Cristin, thanks, I was originally going for a completely realistic walk but this guy's feet are so gigantic I had to push some of the poses for him to lift them up-and they still go through the ground. I added head bobs but the upper body needs work it's still stiff. As you can see in these updates (below) there's something kinda important missing-ARMS! The arms are driving me crazy, there something wrong with the rotation IK/FK/AK/OK or whatever, technical stuff isn't my cup of tea. So I left the arms off for now and I'll try and fix the problem. Great rig BTW whoever made the model-fun to use (I'm sure the arm thing is all my fault) So please ignore the fact he has a few limbs missing and let me know what you think! (Feet need work among other things)

     

    http://media.putfile.com/SideLOop11 Side

    http://media.putfile.com/FrontHashForums

     

    Thank-Ya'll

  5. Wow Thanks Robcat!! :) I love what you've done with the diagram, I've learned a lot from your comments. Thanks for taking the time to go above and beyond to get the point across! Thanks Russ, I dont usually play around with the camera, I feel it takes to focus away from the animation itself. Thanks for the Comments!

  6. ***Latest Update about 4 posts down****

     

    Hey Everyone

    I've got a walk cycle up for comment/critique, be harsh that's how I learn! This is a work in progress and is currently in the "step"/blocking phase. Tell me what ya think, and thanks! Download onto your Hard Drive and loop in your multimedia player please-needed to keep the size down.

    walksteppedkey_0.mov

  7. hey! that's the bottom of my model! haha!

     

    what method of animation did you use...when the little dude is stepping forward it seems as if it was every frame you animated. It looks a bit choppy, is what I mean

     

    the timing overall is very good, though.

     

    I don't think there's a huge problem with showing weight in this, only a bit..just try to tweak it a bit

    Thanks for replying, your model's great!! You are right I did have keys on successive frames I need to work on not doing that till i've smoothed it out. Thanks for the comments!

  8. Hard to comment on the walks seen from the front because it's hard to coment on walks seen from the front.

     

    I quite like sidestep 7.

     

    Squash and stretch seems mistimed on hipwalk. For example the squash is starting before the contact pose (the impact is what would trigger squash).

     

    On bouncing ball with legs there are several instances where the squash has happened before the ball contacted the ground and/or it remained squashed after leaving the ground. In general the ball is on the ground too long at each bounce.

     

    180 turn ends well, but the weight doesn't appear to be shifting right at the beginning.

     

    But those are fine tests. Keep doing more short bits like this that incorporate the same principles.

    Thank you both you've been very helpful!

     

    Yes, your right I think I'll hold the squash and stretch a couple more frames, make it match up o that movement, thanks for catching that! correct me if I'm wrong but on the 180 turn he's off balance when he's turning? So I should move him more on his left foot, correct? Thanks for your help again you two.

     

    Anyone else? :D

  9. Hey everyone I'm back!-that's right I left ;) . I took a 3 month break from the forums so I could focus more on animation. Here's what I pooped out.

     

    (I would really appreciate critiques. Forget that "Dont say anything at all if you dont have anything nice to say" stuff, rip them apart, that's how I learn.)

     

    Please be patient with files, they can take while to load, but do not exceed 4mb

     

    Lets start from where we left off, heres the revised version of my first walk that I posted three months ago. I still cant get the 'choppiness' of the last frames to go away. ***Walk*** + Walk in Simplified Shapes (Eliminates most of the choppy parts)

     

    A ball reacting to gravity, can you find the hidden words in the mound of letters? :)fallingball

     

    A sphere with internal motivations, I'm aware that the first hop is faster than the others, need ta fix that.Click

     

    Bouncing ball w/legs (overlap/secondary action exersise)-On Ice! Sorry'bout how far away the camera is, I had to find a way to fit it all in.Bouncingballwithlegs

     

    Walk; from the hips down, just learning the mechanics of a walk.Hip-Walk

     

    180 turn, I have a newer version-with no big changes-but due to tech difficulties I cant show you it (thats another post)Turn 180

     

    Side step, again from the hips down, trying not to jump ahead of myself, please notify me if I am.Click here to watch sidestep_7

     

    I have a couple more I'll upload here, I also have four 2d animations ready to be shown, am I allowed to them here? I know people are a bit touchy about non-hash art posted here, that's understandable since this is a hash forum.

     

    Thanks for spending your time looking at these, any comments, critiques, even ideas for future exercises for me are appreciated, thanks! Josh

     

    ****EDIT**** I made a mistake and posted my work in WIP, could a mod please move my post to Showcase. Thanks!!

  10. Good start! I like the jaunty attitude. Watch the floor to foot relationship-looks like he's sinking a bit.

    The one thing that stood out for me was the way the pelvis tilts upward before there is any weight on the leg--it should not tilt upward until after the foot contacts the floor and the leg straightens out to bear the weight of the body (this is more exaggerated in women, as they have a wider pelvis and hips). Remember walking is basically a series of controlled falls; you try to keep your balance as you pick up each foot and fall forward.

    I hope that made sense.

    Sorry Patrick, I'm not following. Could you give me an aprrox frame number please?

  11. Thank you all for your help! Wow, Tom thanks for the picture, what do you think this is, Animation Mentor? ;) Yah, the feet and the floor are problem I have been having. It seems like a need to lessen the stride length, that diagram was really helpful. Thank you for taking the time to comment everyone, I'll post my finished animation here

  12. Overall I like it- nice attitude. Full of character.

     

    Curious why you didn't go for a cycling action?

    Oh, Oops, I didn't do a cycling because I thought I had to put it on a path afterwards, I just noticed that I was wrong. I could had just made it stationary, oh well. Thanks for the comments, I really need someone to tear this thing up for me, anything blatantly wrong with it?

  13. That's a pretty good walk. A loop would help to better critique it, even just a full cycle or two - it wouldn't take very long to render that in shaded mode. And you should have him fill more of the screen, you are wasting the resolution showing me the gray scenery.

     

    It looks like his right foot on push off, the forefoot 'slaps' *under* the foot too much, and is not natural even for a stylized character. But the head movement and the up and down - good things. That's my .02

    Sorry about the gray, I fixed it. As for the forefoot, I dont really get what you are saying, what do you mean by "slap"? Are you saying his for does too much of a crossover? Thanks for your help.

  14. Leetzors! somehow it seems a bit choppy (guess thats expected from walking wood), but otherwise its great ^^

    Thank you, the reason for the choppyness is that I have to may keyframe, I need to let the computer do some of the work for me I guess.

     

    Is there any part of it that really sticks out?

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