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Everything posted by robcat2075
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That's a good start. I think you could loosen up many of the poses by using the shoulders more, especially when raising or lowering an arm. Right now they seem to be mostly staying in their default symmetrical pose. You have quite a few symmetrical poses with the arms. Although we do that a lot in real life, animators will ding you for that. One common tactic is to put a prop in one hand so the character CAN'T do those mirrored poses and has a visible reason not to. Why does that character remind me of Michael Rennie from "The Day the Earth Stood Still". Is that his voice?
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post a screen capture of your render settings when you have time.
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Try again after you do Help>reset settings and restart
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Options>Quality>Wireframe works for me. What happens when you set your display to wireframe and choose Options>Quality>Realtime ?
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For me, the real time view makes it look like the decal is covering the whole object, but the final render looks like what I intended as far as the vertical limits of the decal placement.
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Michael.Jackson.Chicken.Bond
robcat2075 replied to mansonsoon's topic in Work In Progress / Sweatbox
I like the front of the model. The back looks a little odd, like there's scoop taken out of him. -
I just picked an image from my drive to stand in for the missing decal and I go this which looks sort of normal but it doesn't look like the repeat settings you had of x 20 and y 1 I'm not sure if you want the "belt" like Eric got or the "all-over" I got. Try again after deleting the decal from the model in the PWS.
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2001 - A Space Odyssey - Modelling the Discovery
robcat2075 replied to Tralfaz's topic in Work In Progress / Sweatbox
Those look great! Scary patch counts. -
That would be more a question for Robert...I haven't done as much messing with TSM2. I would think the last thing would be flipping the bones before running the Rigger, but I could be wrong. It seems that TSM Flipper can be used multiple times and it will not create a mirror if a mirror for a bone already exists. However, my instinct would be to just use it once when I had all my Right bones in place.
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That's working pretty good! There's still something odd when the left hand hits the front, but I'd say put this one on the mantle and move on to the next challenge.
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Here's some inspiration for ya... the world's most uncomfortable chairs
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Looks good. He can be an orange celebrity.
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Quick note about TSM bones... the upper and lower arm and leg groups can't be bent. Use the rotate, scale and translate manipulators on the top bone of each 2- bone group to crane the branch into place. Flipper will flip bones that have a "right" in their name. If your fans don't have that it will bypass them. This gives some minimal control over what gets duplicated.
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The Naugahyde couch looks cold.
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Wait until you have your mesh done before you start worrying about bumps.
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I tried sampling a few over the ~3600 entries and I can't detect that the ones at the bottom are uniformly less funny than the ones at the top. If you do 10th out of 3600 that's pretty damn good. I think she's getting the views because she has the most attractive thumbnail image. Heterosexual males are irresistibly drawn to the image of a pretty blonde girl and the possibility that there might be a breast involved. Not that I would be influenced that way myself, of course.
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First, use as few splines a possible. Generally, you try to mark the peaks and valleys of a shape with splines and have few in between. You're not doing too bad but I think that nose has more than it needs. Second, the little bumps you see where one patch meets another can be solved with bias adjustment http://www.hash.com/forums/index.php?s=&am...ost&p=43673 I find it easier to click and slide on the gamma bias property for a CP to adjust it rather than to use the bias handles. It usually only needs to change a few degrees.
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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.
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I watched five. They were genuinely awful.
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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.
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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.
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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.
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that one reminds me of Fred Armisen's Obama on SNL