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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. That's looking better. He looks like he has weight. I recall one animator saying that when he's stumped on how to make a walk look weightier he'd keep the feet on the ground longer. The way your legs are shaped they look bent even when they are "straight", so that's something you'd either have to live with or adjust the model so it can do a more obvious straight leg pose There's some sort of overall glitch about when the right heel hits. Probably because the curves at the beginning and end of your action don't match. Possibly related, the left hand looks like it's hitting a wall when it reaches its farthest forward point. A further polishing thing on walks is to get rid of Knee pops. these are sudden front or back movements of the knee that are quite unlike the frames before or after. This is a plague of animate walks.
  2. I watched five. They were genuinely awful.
  3. It's s rough business. I believe Steve Martin once said "Comedy isn't pretty." But I reset my modem and cleared my cookies and voted one more time.
  4. lovely 'shrooms!
  5. Yeah, that bit of follow thru helps a lot. The next two things i see. - his front leg is contacting the ground bent. try to get that leg reaching forward as straight as possible. 99.9% straight. Otherwise it makes for a tired Groucho look to the walk. 100% straight is a problem because of a pop you can get going from absolutely straight to not-quite absolutely straight. - his rear leg is picking up too soon. Just about the same instant that the front leg hits. Have it stay on the ground for a few more frames so it can straighten out to help push him forward thru the step that just landed. You need to lift the heel eventually, but he can still touch with the toe. This is where a rig that lets you raise the heel while leaving the foot bone in place is helpful.
  6. I dimly recall there's a Darktree mat you can use with the built in Darktree plugin for something like that. You'll have to do some searching for it. If not, I'd find a bitmap of it and tile it.
  7. that one reminds me of Fred Armisen's Obama on SNL
  8. That's looking real sharp. But did you really try the high patch geometry though? I recall Greg Rostami showing a demonstration that high patch counts themselves weren't really a big hit. I think the real hit for High patch models may be that they tend to have many more edges and parts that need anti-aliasing. The problem with displacement is that it shades unpredictably. The shading is really a trick rather than based on the actual shape produced; it takes the shading that an equivalent bump map would have and projects that onto the displacement shape. I'm sure they have a use though.
  9. That's moving pretty well!
  10. Most of "Toon" look is about edges and overlapping edges. That's where the lines are drawn. So if you're making a model for "toon" that will be part of your strategy.
  11. It works here but the first time I tried it the "apply" button wasn't active. On the third try it worked. only if you manually move each CP. THere is a Fabrice plugin called Puzh or something like that will copy and grow/shrink a mesh in the normal direction. ?
  12. Try the index of refraction higher. It looks like it's still at 1.0
  13. That's a real good start. One part that's missing from the walk is the compression pose right after the heel contacts the ground. There are some videos o n posing walks in the tuts link in my sig that have more of an explanation. The talking clip works too. I think you could make some bigger mouth poses.
  14. Is this the penguin still? Don't Penguin legs come out of the bottom?
  15. Does CFA crash on all models or just this one? Make sure you have "mirror " mode off. Just to try.... copy the mesh to a new blank model and try CFA there.
  16. Hey, Dusan, you absolutely have to enter one of your characters for the mascot contest!
  17. Good looking hair on Kurt. It used to be possible to fade in the transparency on hair to give a softer look to the roots, but there's bug in that now. If you could post the old hair material and the new hair material it might be interesting to see the difference.
  18. Turns out there's been an online kerfuffel over it. I apologize for hijacking your thread. Back to work, everyone.
  19. I did have to watch a second time to try to catch more of it. I don't know how severe a problem that is. I'm from the part of the US that is regarded as having very "neutral" or non-accented speech. I've been stumped by people right here in Texas. Maybe European audiences are better at discerning strongly accented English. Feedback from your live audiences is probably a better guide than mine. I'm not sure why, but stop-motion seems to be able to be animated quite differently than CG. Your CG is so carefully detailed and lit that I think you have that stop-motion thing working for you. And I think you've proven that A:M has a fine renderer.
  20. The spline paradox... modeling smooth surfaces is easy, modeling holes in smooth surfaces is hard.
  21. As a bonus, with the CD version you can install A:M on several machines. At work, at home, or you could have several rendering simultaneously.
  22. robcat2075

    A:M

    Welcome to the 21st Century!
  23. the duplicator wizard makes arranging boolean cutters easy
  24. That's First Class work! I admire that very much. It's so nice I watched it twice. Any chance of that getting onto one of the Oscar qualifying festivals? I remember on CGTalk there were a few complaints that the animation was too limited but if they saw it as a whole they'd see that it's just right. I had a little trouble understanding the english, I might still need subtitles. I suppose the english pretty much loses the rhyme of the original poetry. If it's ever on DVD perhaps you can include an original language track? And there's a credit for A:M at the end! Everyone involved in making A:M over the years can be proud too.
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