sprockets Rubik's Cube Nidaros Cathedral Tongue Sandwich A:M Composite Kaleidoscope Swamp Demon Caboose
sprockets
Recent Posts | Unread Content | Previous Banner Topics
Jump to content
Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
  • Posts

    28,267
  • Joined

  • Last visited

  • Days Won

    406

Posts posted by robcat2075

  1. Any chance we could add an eyebrow decal to the models so even with hair turned off we can still see eyebrow position?

     

    Very hard to judge some of the facial expressions I'm seeing with invisible eyebrows.

     

    It could be turned on/off with a pose.

  2. I did mush everything into one action, as I originally had holds, but then it looked too staccato to me.

     

    I'd be curious to see the staccato version. That would give me a sense of what your main poses are.

  3. Quick thought...

     

    we don't have to use both arms all the time. I think the essential poses on the left arm are working and they are clearly visible in silhouette at the angle we're shooting here.

     

    To get good silhouette on the right arm will be tough here.

     

    I'd suggest simplifying this by leaving his right hand perched on his knee (I'm presuming his knee is right below frame) and do the acting! with the head and left arm.

     

    You could spend a lot of time trying to use that right arm and it won't read 10% as much as what is seen in silhouette (his head, torso and left arm).

     

     

     

    This may not apply to what you were saying about Woot's holds but it's on the same subject and I think some will find it useful.

    a good tip.

  4. OK, I joining in on Hackfest now. I'm wondering if the dialogue is final and are we to lipsynch to it?

     

    To paraphrase Martin, it's final until it needs to change.

     

     

     

     

    On that subject, in the future could it be "arranged" that dialoge samples have no pause in them at the start. This means that initial keyframes need to be set for all face controls.
    I'm not sure what you mean. Many shots will not have the dialog begin on the very first frame.
  5. [2] Sometimes, in complicated areas where there are a lot of CP's [or I'm not zoomed in close enough] I move 95% of an object and the rest stays. I do a CRTL_Z, and all is well, but when I look at the model in wireframe, the CP's that didn't move are bright blue instead of red. They'll turn green when selected, but go back to blue. Is A:M trying to tell me somthing?

    I believe blue is used to indicate keyframes in muscle-mode. any chance you accidentally got into muscle mode?

     

    [3] Is it possible to interrupt a render and then re-start? My renders [in FINAL mode] take about an hour for a second of movie. Sometimes I'd like to stop it, work on a different model, then re-start the render as I go to bed.
    render to targas (instead of QT or AVI) and you will only lose the frame in progress, the others will be saved. you can pick up where you left off by setting the frame range.

     

     

     

    here's a pic. of the current project.

     

    [attachmentid=21050]

    looks cool!

    What's Mr. Incredible doing in ancient egypt? :D

  6. I don't know if you think you're getting good value for money with Animation Mentor, but we're getting fabulous value for your money!

     

    To honest, I learned lots of great stuff from AnimationMentor, but I think I learned more about "body mechanics"... this stuff about trying to give the body a sense of mass and weight.. from having done The Animation Showdown every week for a year before that. After a year of trial and error, some basic truths started to click in my head and I was better prepared absorb the detail info at animationMentor when that came along.

     

    AnimationMentor tries to get someone from zero to ready-to-animate-a-studio-quality-short-film in a year, which in retrospect is a pretty scary goal. After the first class had gone through four quarters they felt that too many students weren't "getting" body mechanics and revised the curriculum. Still, a year is a short time to pack it all in.

     

    There were some people who started from zero and just exploded and did fabulous stuff, but the people having trouble were more numerous.

     

    If anyone is thinking of enrolling in a school like that i'd recommend first getting to the point where you can move a basic character around and suggest weight and mass.

     

    I guess TWO is as good a place as any for that, right?

  7. Just curious how this is going to work

     

    This is still in the larval stage. It's not certain yet that we will even have this song in the movie.

     

    But my notion is to create a recording that includes all the verses and choruses we intend to use. That would be enough to storyboard and animate to since the tempo wouldn't change even after we rerecord it with the actual voices.

  8. BTW, Dhar, when you're doing this body mechanics stuff, use the lo-re proxy if the full character won't run at 24fps in shaded mode. Turn off the background, page down to 1 poly if you have to. You want to see the motion as close to full as possible without waiting to render.

     

    I've found that things that seem to move ok at 12fps can still be robotic and floaty when I see them at full frame rate. So might as well work at full frame rate all the time and not be fooled.

     

    Thanks for taking the time to teach me, to teach us all these animation golden nuggets.

     

    Maybe pewter. Hopefully not iron pyrite.

  9. I guess I've found the limit for "unlimited space" for uploads here.

     

    This is on my site so let me know when you've got it, Dhar.

     

    1_03_35_Comments.mov ~5Meg

     

    12 glorious minutes of me going "uh....." while i scrub through the movie.yay.gif

     

    These are broad stroke comments. I'm not really looking at small detail polishing yet.

×
×
  • Create New...