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Everything posted by robcat2075
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Trying to roto- to reference vid:
robcat2075 replied to entity's topic in Work In Progress / Sweatbox
well, that would be a tough clip to use as ref since it's not locked down and his legs wander out of the frame. The thing that strikes me as odd initially in your anim is how his left leg suddenly darts over around frame 22-24. I don't think that could happen without some opposite reaction motion in his hips. Inertia, momentum, physics and all that. The sense I get from the reference clip is that his left leg made a smooth arc overhead. Do the right arm IK, it's basically a leg in this situation. Have I mentioned that's a great looking character? -
High patch counts seem to slow down real-time "shaded" rendering, but they're not the major slowdown in "final" rendering. Textures and combiner materials have far more influence. Greg Rostami demonstrated it in this thread http://www.hash.com/forums/index.php?showt...indpost&p=42701 Limited memory might be a reason to reduce patch counts, however.
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Getting to grips with acting, and dialogue
robcat2075 replied to Cryptonic26's topic in Work In Progress / Sweatbox
There's so little of the mouth the mouth visible, I'm not sure it matters, but generally do whatever works for you. I think common practice is moving away from automated solutions back to manual keyframing for mouth animation. As far as the gestures, the part with the left hand while the off screen voice is reading out the combo is too in synch. How does Rabbit know when the other guy is going to start or stop? An acting teacher would probably start shouting "dont' anticipate". And the right hand flick after "amazing" might have done better to actually hit on "amazing". But that's a fun clip, I enjoyed it. -
Wow, that toon render of Scooby is particularly successful! If someone could program a toon line renderer that did varying line width instead of varying density, it would look classic.
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Great looking Robot!
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I realize bees don't really have pupils but he needs something to indicate his eye direction.
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Heel action. Even if he's tired he's gotta raise the heel to push off into the next step with the balls of his feet. I'd suggest contstraining the back pack to the topmost spine bone and maybe offsetting it slightly during the walk for the overlapping action.
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Very impressive... I always wondered how they did fart jokes in silent movies. Wonderful character, Paul.
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What does "FFF" mean?
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First, I love the stuff you do with lighting. I hope you'll be contributing some of your talent to TinMan. I'd prefer faster pacing. Maybe some first person POVs as he peers thru the jungle to give us some sense of him. Or may be they story is told from the perspective of the bird. There are lots of possible angles. Edit: But (not "nut")there's lots of good looking stuff there.
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BTW, Steph Greenberg did an animated version of "the Laws" a while back. http://better-mouse-trap.com/physics/thelaws.htm Those are just screenshots, there may be an online version somewhere.
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I think the hinged version is more classic, but the jaw is such huge feature in comparison to his face... it may be too much moving metal.
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I was more imagining a smaller door (since it's a small locket that is his "heart") on his upper left chest (where we traditionally imagine that heart to be.) The asymmetry might make for interesting design too.
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Very good point. He's "gotta" have hips that move seperate from the torso.
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I'm not an aboriginal person skilled in the ways of wilderness living, but a dugout canoe would be carved from a log, so shouldn't the grain be running lengthwise instead of across the canoe?
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I know I'm being one of those standard forum villains by posting this but here's a render of a JohnL3D project showing blobbies morphing together http://www.hash.com/forums/index.php?showt...indpost&p=15572 different settings might yield different results.
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Those look good. The compression was rather blurry so I couldn't get a good look at some of it. How were the water splash and broken glass done?
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How about if you added some specular-only lights on a light list (illuminating only the wrap) to catch the wrinkles. That would look sharp.
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Good looking models! Those are the biggest tuna cans I've ever seen. I can see the roll of shrink wrap, but I can't detect it on the cans at all. I'm missing something.
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I guess it needs an arm of some sort to do tasks with, unless it's only task is to run over people's toes.
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BTW, there's a public domain Ub Iwerks cartoon The Pincushion Man that has a whole cast of balloon people. You can see it free at movieflix.com (free reg required)
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what's the difference in the output between Emilio's wave generator and AAver's?
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It doesn't play for me. A direct link to the file rather than a link to an html page with a player in it will let more people see it.
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You can make a pose that moves several bones at once, but it would still take a lot of poses to cover all the possibilites. If A:M had a scripting environment that supported bone movement you could make it identify all the cubes that are on, say, the middle level and rotate them all by the same amount around the center. Hmmm, I wonder if an expression could do it? Expressions don't have any looping capability for testing all the cubes though, AFAIK. But I'm still wondering why the white tiles didn't anti-alias. I can't imagine why they wouldn't.
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I like the longer hang time much better. And the cartoon shoes. And the squetch on the ball. And cool lighting too! However, I'd make the hang one ease-in to his peak and then the fall. Right now he rises from 03:13-03:16 then falls from 03:16-03:19 then rises again from 03:19-03:21 then falls from 03:21-03:24 which makes for an odd hitch in his motion. Some minor curve editing would get him to move in one arc. When Shaggy is being flung off the ground, make his left toe lag behind his ankle in the upward motion (overlapping motion and all that). It could stay in contact with the ground for at least 1 more frame and maybe two. I think the camera shake is happening a frame too soon now.