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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. That looks good. Is there a way to make the cloth heavier or less lively?
  2. It's a fabulous model! He really looks great! Glad you got that faster computer. There are alot of issues about how he's carrying his weight and how some parts of his body react/don't react to his larger movements that keep him from appearing consistently natural. For example, his hips appear to always be completely level even though he almost always has his weight mostly on one leg or the other. But you're in Uncanny Valley territory... animating that guy is going to be tough!
  3. It's a good start and you have lots of time to tune this. -Definitely show an action like that from the side instead of the front. -There's an odd hitch in his takeoff that takes away his appearance of momentum. - on your squash landing, his arms suddenly race down faster than he was falling to begin with. The overlapping motion is the right idea, but his arms have no reason to speed up so it looks unnatural right now. - Onionskin mode is a good way to check the paths of body parts on a move like this. Watch the trails and look for spots where the intervals between frames suddenly changes. Those are clues to unlikely motion. - find some footage of someone doing a flip and see how they get their body to turn in mid air. Don't give up! What are the rules of the scholarship competition?
  4. Well, at least it didn't turn out to have really been made in Poser.
  5. The shape of the character doesn't immediately say "nightstick". It could be a lot of things. Some one might easily identify this as something other than a nightstick. A police hat on top might help. But a group of jr high students probably aren't familiar with nightsticks.
  6. Weren't you -5 years old then? It was really the peanut butter & salmon jello in the school lunchroom.
  7. Suggestion: the character on the right would benefit from anticipations on both his head moves. They don't have to be big, but that will add some life to the moves. and if you slightly dip his head inthe middle of the turn, that will make a nicer arc to the motion. As to the scene... I'm stumped... what's it from?
  8. That's cute one! You might experiment with just a bit of front detail, like a bumper or a grill to give it a "face".
  9. I think it's a really promising model! I agree with R_Reynold's comments. Wavy sheet metal seems to afflict almost all the A:M car models I've seen (including my own). Auto photographers go to great lengths to show off the smoothness of cars by reflecting large white overhead cards in the paint. The great CG cars renders I've seen mimic this. But the surface has got to be smooth for the reflection to be smooth. I think bias tweeking is the most often overlooked part of A:M modeling There also are some small level details missing that would be needed for extra realism, like a rubber seal around the wind shield, or some kind of transition element. But mostly I just think it's the grunt work of adjusting the CP biases that's needed to make the car more real.
  10. Beautiful work! Maybe some more detail on the interior upholstery would get you even closer to the real look you're aiming for?
  11. I was hoping you cheated and used a displacement map or something but no, you actually modeled that in splines. Good job!
  12. the biggest item is that when he takes his left foot off the cube his center of gravity is impossibly too far back. It needs to be over his other foot or he would fall backward as he lifted the left foot. he needs to shift forward before he can lift that back foot. There are lots of gravity issues here but that's the big one. But I can see that the is some thought going into what you're doing, it's a ver y promising start. Don't stop!
  13. If the lower solar cell wing were actually obscured by the edge of the earth... now that would have to be a HUGE satellite. Bigger than you intend, i suppose.
  14. all that gets me is the warning message as a file.
  15. No matter how I try to click it or copy and paste it, all I get is a "hotlinking not permitted " message.
  16. rr7... change the hand point at the end to the other hand so we can see it in front of the white bot and is not hidden behind him. Then you could "plus" that by doing the hand point overhand instead of underhand. "GET...." (hand winds up back past "ear") "...OUT!" (hand flings out to point extreme) Also , consider starting the white bot with his arms hanging straight down from the shoulders rather angled. That would look sleepier.
  17. Hey that looks promising! The first camera angle is weak because it's the worst angle to show the robot nodding forward. You could show that better from the second camera angle and skip the camera move. In general, straight , full frontal views tend to be uninteresting. Good timing and anticipation on the slap. And you almost suggested a shoulder shrug without actually doing it. I like the head spin on the robot... maybe even faster? Really fast and have his hands jerk when he tries to stop it. There are lots of little problems like floaty stances and center of gravity placement, but you may already be on to those. Isn't it cool that you can get animating so quickly?
  18. From Bloom County, right? A good likeness I think. That is definitely above and beyond the tinkering level.
  19. This is not a 3D model, this is a pic from an AOL online profile! Wait, those never have the fig leaf... Well, anyway... if you want to make him even shabbier, a drooping butt would be appropriate, along with some sagging, flat man-breasts. Don't forget the gray chest hair.
  20. Hey, that's a cute one, glad I caught it! I'm curious about the voice cast's reaction when they finally saw their characters on screen.
  21. Very interesting how American expectations of orators are so different. The need to appear "of the people" is so strong that you'd almost never see a politician put himself on a balcony. And Abraham Lincoln had a bad time in a balcony.
  22. I like the general tone, but the reflection (?) above the sub is odd and I'm wondering if the shadow cast by the fin would be so distinct But it's a good looking model. It should go duel Eric2575's nautilus.
  23. Those animations look very fine. I hope the museum paid you well!
  24. I think Ken touched on it above. I don't recall the original project file, but since you had 12(?) steps in your walk action, A:M was trying to pack them all into the space of two steps (what it was expecting to find in a walk action) when it played your animation back in the Chor. Something like that. I think Ken made it work by stretching out the time that the action was happening over. A walk cycle should just have two steps in it and the "stride length" should be set to the distance covered by one step (heel to heel, for example). BTW, you'll find all of this in "Take a Walk" in your TAoA:M manual. Have fun animating and next time... remember the T-pose.
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