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higginsdj

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Posts posted by higginsdj

  1. KlPlK46gKvA

     

    I made some changes to the eyeline, and some major changes to the look. There is something homogenous in the look of current CG animation that is unsatisfying to me, and I want to get a more stylized look (see blog post)

     

    Hi Will,

     

    Not sure how much of a critique you are after but here are a few things I noticed:

     

    1. The head turn looks a tiny bit mechanical (the turn appears to be on a flat plain - could be just the camera angle). Inserting a couple of 'sniffing the air' motions might help.

     

    2. When the left arm goes up to take off the hat the right arm is just drifting across the body which distracts and looks mushy.

     

    3. There needs to be some arcing and ease for the left arm movement to the hat and removal of the hat. It looks unnatural as the hat seems to simply flip off with no pause of any kind or no change in pace of the movement.

     

    4. The animation associated with the shifting of the hand from the rim to the inside of the hat looks a little mechanical/flat. It needs to be more punchy toward the end of that action.

     

    5. For the roar at the end you need some anticipation. After the movement of the hand to the inside of the hat to the start of the roar the head doesn't seem to move at all.

     

    6. Most of the actions seem to be sequential - not a lot of overlap.

     

    This is really just about timing more than anything else.

     

    Cheers

  2. But they are still polygons and any importing into AM has the usual problem with spline density. Reduce the poly count too much and you loose all the detail very quickly.....

     

    Cheers

     

    David

  3. The beauty of this process as a learning tool is that you don't have to concern yourself with what the model will look like. At times the retopology was just the standard AM CP/spline fare but at other times I had the opportunity to experiment and see what worked and what didn't work. Porcelain can only 'fix' so much :)

     

    And don't forget that the Quad contours the OBJ is modelled with were developed over many years so following their contours can be advantageous in places.

     

    Note that I have DAZ 3D, Poser Pro (no idea why I purchased this as I still haven't used it) and ZBrush. The latter is a dream app for sculpting though I drown at times trying to get my head around the array of tools and techniques available to me. The retopology tool inside it is great though only useful up to a point (you loose way too much detail if you try to reduce the quads to AM level patch counts).

     

    Cheers

  4. While I'm in the mood, I'm looking for some real projects to model (characters or soft body - not hard surface). Not talking designing the characters - if you have model sheets or well drawn concept images - hey I'm looking for something to do (free of charge). I need to hone my skills.

     

    Cheers

  5. No idea why I didn't try this earlier but retopology is so much easier than trying to 'fix' imported models :)

     

    WIP:

    The beauty of retopology is that it forces you to 'learn' spline topology without having to concentrate on making a model.

     

    Cheers

    Retopology.jpg

    Retopology01.jpg

  6. I pieced this guy together using various body parts littered throughout the internet. I had to modify almost every patch cuz most of the parts were modeled using the 3ds file format.

    ghnjk_0.jpg

    frankenmodel.mdl

     

    LOL - yes, I'm doing this a bit lately. I'm currently learning a sculpting software as I find the sculpting method of model creation really intuitive. Pulling and poking CP's to create a good model is an art form and I am finding it harder and harder to motivate myself to do it so I am trying to create elsewhere, import and respline.

     

    Talking of resplining, is it my imagination or is there a way to import an OBJ as a prop and then spline over it with the splines/CP's locked to the surface of the prop?

     

    Cheers

  7. . (Though I confess I'm not sure what you mean by drilling to lower and higher levels?)

     

    I presume what he means is that when A:M needs you to find an asset and opens a file loading dialog and you need to click on a folder inside the current folder... it wont' open.

     

     

    Yep - thats what I mean. I can't select anything in the file window.

  8. When I load a project that then looks for files, such as jpgs etc that aren't in the location the project expects, AM opens up a file window to locate it BUT the file window will not allow me to drill to a lower level - only to a higher level. AND, having navigated to a higher level will not let me navigate to the original lower level.

     

    iMac - OSX 10.9.1. Most likely a Mac issue - can someone confirm before I lodge a AM Report.

     

    Cheers

  9. Some more tweaking to try to get the face right and some AO and SSS renders (one day I will learn to UV map as well. After 13 years you'd think I would know by now).

     

    Not liking these render artifacts in SSS. Seems it wants to render out the Splines.......

     

    Edit: These artifacts seems to be related to render size. I upped the render size to HD and they disappeared! Still need to do more work around the eyes. Have increased the size of the eyeballs to 'flatten' their shape relative to the face. Will need to tweak the eyelids to give them more volume and to better position them over the new eyeball size.

    Anna000RA.jpg

    Anna001.jpg

  10. Its been a long time since I modeled anything and I needed an excuse to model something - Anna from Frozen is as good an excuse as any..... So here is my WIP - progress thread.

     

    Hmmmmm - disappointing. Having saved the project, closed AM then reopened AM and the project - the Roto's will not display correctly - just blank white images - even after deleting and re-inserting the Roto. I had to remove the image completely from the Project, save, close AM, re-open AM then import the picture again and then re-add the roto. I imagine AM has a problem internally 'storing' the image (a jpeg).

     

    Any Mac owners know a solution (or an image format that AM can cope with?)

     

    AM 18a, iMac OSX 10.9.1.

    Hi David,

    Yes, there are I'm afraid issues with real-time graphics on Macs in v18 & v18a. Have a look at this thread: http://www.hash.com/forums/index.php?showt...st&p=392948

    Have you tried switching to OpenGL instead of using OpenGL3? I've found OpenGL to be a bit more reliable or using the integrated Intel graphics chip in my Mac.

    Fortunately this is only a real-time issue and doesn't affect final renders.

     

    Really?!? Mine doesn't (see below). 2 Grabs from the modeling window then the final render!

     

    AM 18 for OSX seems almost beyond use at present. I spend more time trying to fix things and restarting than actually doing anything!

     

    Will try again after a few more releases....

     

    Cheers

    Grab002.jpg

    Grab003.jpg

    Anna0.png

  11. Yes - I found some better solutions by removing some geometry. I have to be very careful using Hooks. 18a in OSX seems to have a real problem when trying to remove hooks (ie AM crashes). When selecting the hook, AM is highlighing the Hook and the nearest CP. The only way I have found to remove a hook without AM crashing is to add a CP to the Hooked Spline, remove the spline behind the CP (ie leave the hook 'dangling') then delete that 'dangling' CP. This removes the spline without touching the Hook!

     

    Cheers

  12. Thanks Robert - had to "carefully" remove the 5 pointer a CP at a time (and Save) before AM stopped crashing - have the model back. By carefully I mean I had to remove the CP's in the right order - that took just a few attempts!

     

    But I do long for a 'smooth' brush (having been knee deep in other apps one gets used to certain things :) ) I think I will have to revisit my topology to see if I can get AM to naturaly smooth out the bumps!

     

    Cheers

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