sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

inkblot

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    Jeff

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  1. I wonder how he did the hair. 10.5 was before Grooming Mode, right?
  2. That's a great background. You can make it more reflective by increasing the Reflectivity in the Properties pane.
  3. I think you should buy Wegg's wood.
  4. The second one is a vast improvement. I think, if you want to cut time, you could combine the projector emerging with the sequence where the ball hovers towards the camera. You might also want to add a very slight vertical motion to its final resting point.
  5. Well, that was short-lived.
  6. I love your style. It references FF9 while maintaining originality. Great dynamic focusing on the first image.
  7. Ooh. Gravedigging. Is that bad here?
  8. Okay, I have no idea if this would work or not, but you could try adding a second eye position bone and rotating it to match the angle of the eyes, then put a rotation contraint on two of its axises so can only move along that angle. You'd need a second bone because otherwise she wouldn't be able to look up or down, but it might be worth a try, right?
  9. SWEET. I know the Balrog is the coolest part but I keep staring at the columns. Those things are frickin awesome.
  10. He's looking pretty good. Just smooth out those splines around his mouth (and you have a gazillion of them. Maybe might be worth cutting out a couple lines of them or something) and fiddle with the proportions a little and he'll be perfect. Proportions: okay, first off, ears are never that high on people. The tops are usually level with the eyebrows and the bottoms with the middle of the mouth. They're always right on the jawline, so it'll look wierd until you tweak those splines around to accomodate them, but there it is. Cheeks have a concave line from just above the nostril to the edge of the mouth and only at those points curve into a circle; a perfectly round cheek doesn't exist. Pull those control points that connect the cheek to the upper part of the nostril out a little and you'll hit two birds with one stone, as the nose won't look so thin. Eyes are set back in sockets; you don't need to actually show those, but the nose's bridge would be out farther and the eyes back in. Actually, I'd suggest finding a profile image of a person to use as a rotoscope while you tweak; you don't need to find someone exactly like the character you're modeling, but just the proportions would be helpful. Especially around the mouth area: it's hard to tell from front-on and 3/4-view, but it looks like the lips are on a level plane. Mouths actually curve back at the edges; think about the curve of the teeth and jaw. They also puff forward pretty significantly at the middle - shine a light down on your face and look in the mirror and you'll see a shadow under your lower lip. Again, a good profile rotoscope would be invaluable here. Pretty much all of those wierd creases around the mouth and cheeks would be solved by tweaking it in profile view. Hope that all helps.
  11. I see you sorted out the skin problem. He looks fantastic!
  12. To me it looks like "CLICK HERE TO DOWNLOAD PLUGIN." Which is kinda cool too, I guess.
  13. It's adorable. I love his expression on the second rock back. No wonder you get paid to animate. I think you should change the grin at the end. It feels wrong, somehow.
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