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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Broader shoulders. Lower crotch.
  2. I was expecting to see Whataburgerman giving hamburgers to Mr. Incredible.
  3. Thick neck on that guy! looks real good. Is this "Whataburger Man"?
  4. I'd do some other gesture that isn't timed at all to the numbers being counted out.
  5. a short motion test with gratuitous textures. turntexd.mov
  6. 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?
  7. 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.
  8. 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.
  9. 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.
  10. Great looking Robot!
  11. I realize bees don't really have pupils but he needs something to indicate his eye direction.
  12. 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.
  13. Very impressive... I always wondered how they did fart jokes in silent movies. Wonderful character, Paul.
  14. What does "FFF" mean?
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. Very good point. He's "gotta" have hips that move seperate from the torso.
  20. 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?
  21. 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.
  22. 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?
  23. 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.
  24. 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.
  25. 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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