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Posts posted by robcat2075
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I'm beginning to think the script on the wiki is not up to date. I remember your shot of the polishing going on and yet on the wiki it's only referred to in this line.
It took a lot of work getting polished and ready for a journey.So the script on the wiki must be incorrect.
Anyway, the song is coming in right after that point. There's a shot where Tinman and Servant are picking out an axe, so the Servant is going to say
Servant: Here's your axe, sire. Will there be anything else?
Tinman:well, now that you mention it...
Make my tin castle glint,
While I'm absent...
so the song starts out just as a solo by the tinman and the servant is playing along by humming bass notes.
Over the next four iterations of the chorus and verse we bring in the scarecrow and then woot and work our way out of the castle where there's the crowd of winkies who all join in singing at the end.
They're always changing setting throughout the song and not just standing on the drawbridge; that's why I'm looking some other lines to use in the chorus besides
Off at dawn, the bridge is drawn...
That's the scheme.
Just need some details to make it work.
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My first impression is that you don't need nearly that many splines running up and down to define the shape of that windshield. A broad curve like that needs only a few.
Very quick example, based on your rotoscope. With adjustment it could be made perfect and the black parts deleted.
The windshield doesn't need to have rounded corners since the roof and side pillars will overlap its edges
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Thanks! I'm enjoying hammering out this song.
Anyway... I'm looking for ideas to vary the chorus:
We’re off, we’re gone,
We’re off, we’re gone, so long,
Off at dawn, the bridge is drawn, and with this good-bye song...
We're off, we're gone, we're really getting GONE....
We're off, we're gone, so long!
For example when Tinman is leaving the Servant in charge of the castle it could be
I'm off, I'm gone,
I'm off, I'm gone, so long,
Walk the dog and mow the lawn and feed my giant swan...
I'm off, I'm gone, I'm really getting GONE....
I'm off, I'm gone, so long!
things that deal with leaving home or heading on a trip or any other present matter.
it doesn't have to rhyme with "gone", it could be anything else
We’re off, we’re gone,
It's time for us to go,
[something, something, something, some,]
No need to stop the show...
Ideas? Anyone can play here.
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Just slow that down about 100 x and I think you'll have some genyoowine experimental animation.
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then he says that i have to create a pose...right clith on the model icon and i choosed new-opse, here i found 2 options, percentage and on/off...which one i have to use?
When rigging characters, ON/OFF is usually the way to go.
then i made the constraint orient like but what happen is that is pulls the CP away from its original location...what should i do here? should i adjust the bone position? and if i did so for all fan bones.Usually when you add an "orient like" or "translate to" you should press the "compensate Mode" button (at the top) before you click onthe target.
remember to turn that rigging pose ON (in the pose slider window) when you are in the action or chor..why it doesn't work when i try to animate the shoulder bone in the action window?? -
yes. W2KAre you on the pc?
No, although I recently Ghosted back to an earlier installation of my OS, but that one had SVN installed already and I believe it was working when I saved it.Did you recently reinstall tortoise?
.Did you accidently change the ASP .Net option in the installer (should not be on)See http://svn.haxx.se/tsvnusers/archive-2006-06/0204.shtml
You can tell if this is the case by checking in foldre that constains the file that it says already existsto see if there is a hidden folder is named ".svn". If there is then you don't have the ASP .Net problem
It isn't hidden but there is an ".svn" folder.
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A four-headed dragon... just another day in Russia!
Great looking stuff!
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The only solution I know of is to delete the "object" (a file or folder that should be named in the error message) and let SVN replace it.
That would be my "data" folder. The entire project
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I especially like how "loose" the character feels. Have any tips or comments on how to achieve this?
That's a good question. I don't have a good answer. I think some of it is in overlapping motion; never letting a set of bones move as a rigid unit. And I think some of it is never letting any or all of the character become frozen in space; keeping it moving, even if it's just a few pixels over a stretch of frames. Those are things I spent a lot of time on, trying to keep moving and yet still holding some clear poses without floating thru them.
The assignment ran nine weeks. Six weeks doing the body motion and then three more adding facial animation. I found myself putting in from 20-60 hours each week. That and rigging the character at the same time pretty much wore me out. I'm still putting my enthusiasm back together.but about how long did this take to animate?
For the process curious, I've added a file in the first post that shows the animation's state at each week over that stretch.
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Well, I tried the full update anyway but that immediately failed.
I get the "object of the same name already exists" which sounds familiar but I don't recall the solution.
Anyway, trying to follow the Wiki instructions, but i'm pretty much stuck at "First Receive" Step 4
Press the ’Receive’ button. It will bring up a dialog asking for what folder you want the TWO data in.Receive Button?
[attachmentid=20895]
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Maybe trying to do it all-at-once the first time out is too much. Actually, no one tries to do it all at once.I guess part of my problem is I don't understand the steps that I need to go through. I think what I have tried to do is action in choreography and it isn't working out very well.
people do that.Is the process to build a model, in the model screen. Add all the looks, rigging, etc. to the model and then build actions for it in the action screen? Once you have them would you then go to choreography and "build" your movements through the actions that you have built,
I really prefer animating inthe Chor instead of using actions.as opposed to using the choreography screen to design your movements
"The Show some backbone tut" shows you how to put a rig in your character.So I guess a listed out process, as far as what you do where, as well as a good modeling tutotial and setting up everything for the model.
If you want to mess around with animation before you get your character done, load up one of the characters on the CD. "Thom" is a good one to start with.And then showing how the actions were created and then finally how it is put together in choreography. That's not asking too much, is it?Put him in the chor. move some bones. make some key frames. See what happens.
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Sorry! Large. Huge interior. Like a Zepplin hanger.Cavernous? (my dictionary did not give me a good explanation on that word ) Would that mean like giving the walls thickness etc? Or is this foundry carved out like a cave?The extra space probably wouldn't even need many props....just use the ones in the foreground and abit of fog. No one would know....cept us. Hehe.
Yes, I like the idea of something that stretches so far back, we're not sure how far back it stretches. That would be very mysterious and cinematic.
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Vern mentioned to me that this is the "small version" he made. He made a more cavernous version but hasn't been able to find it with the PC trouble he's been having.
How hard to extend this one back to make it more cavernous?
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The timing of the gestures seems to be appropriate and I can see the overlapping motion working to loosen it up, but I really think it's too big for this situation.. The extremely emphatic head nod and the hand to the heart are a pretty melodramatic gesture and rather than saying "this is true", they more indicate "I want you to think this is true".
Woot was somewhat dishonest out on the bridge, but here in this conversation we should avoid making him appear to be a habitual fibber, especially since there isn't the sense that this line is untrue, as far as I can tell. The next line "...and I've learned that people don't like being asked questions" suggests he's speaking from genuine experience.
And doing the big head nod twice in the same shot... that's going to stick out.
I think the tough part of character animation is that we have to artificially manufacture body motions that a live performer would not conciously deliberate on. I think that is why we tend to make things bigger than they need to be often times; the bigger ideas come sooner.
(Now you're probably thinking "Robert, didn't you just show an animation here where a guy did a HUGE head nod and lots of arm waving?" Well, yeah
... but that guy was an off-balance drunk who was being dishonest on several levels. Woot hasn't been drinking.)
I'm a lousy live-action reference, but this is what I'd pursue, something smaller and closer to the scope of the voice track.
[attachmentid=20858]
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That looks good. Is the light at the top an array or is it an opening to a skydome?
sounds like a job for a diffuse map.I wish i knew a better way to create scuff marks on the floor. -
That's a fun looking face! It reminds me of a classic cartoon "sun" that looks down upon cartoon landscapes. It just needs some "rays" emanating from it.
I think the teeth may be a bit too anatomical... have you considered maybe a simpler white band?
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I think the performance is too "big" for what's going on here, but to better comment on it I'm wondering...is Woot being honest or dishonest in this shot? what are we trying to convey?
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I used to have a right-click option on every TWO folder to "Update". For example: my Woot "proxy" doesn't load anymore in A:M and I figure there must be a new one that does, so I go to update my Woot folder.
But I can't update just my Woot folder... the only TWO folder I have with that option now is at the very top of the project... and I don't want to update the a whole terabyte worth just to get Woot.
So how do I get back individual folder updatability?
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Great tut. Victor did a 2 1/2 hour lecture on this stuff for AnimationMentor. And that was just the first half.
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Hey that looks cool!
A bit of rumpling on the top fender near the head light. how can we get rid of that?
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Thanks for all your kind comments!
Yes, I'll try to put a post together explaining it. My version was designed around TSM2 but I'm sure it could be adapted to other rigs. But in a word... fanbones. Fanbones upon fanbones.I am curious about the arm setup...is that shareable?
Yes. I'm probably the only person who thinks these things are funnier with the strobing.I think some motion blur would improve it even further btw.
The animationMentor character had many controls that we typically don't implement on our A:M characters. For example, the inside, middle, and outside each eyelid can be raised/lowered separately to shape the contour. It's all aimed at being able to give a fleshy appearance to the face instead of a rigid one.I'd be very interested to know what kind of face rig you have going too if you ever had a chance to share.I estimate there were about 70+ controls for the face which I understand is low compared to a modern studio character. I came pretty close to emulating all of them on my version although this was my first time out trying to rig a face and not all of it worked as well as I had hoped.
I made a better implementation of this scheme on a character I recently rigged for a classmate of mine. When he's ready to uncloak his project I'll see if I can show the face works here.
Maybe Pixar just thought they were first.Anyway just to clarify on the "bendy" type thingies on appendages. It was used on previous films.I had read an interview with a Pixar person who said they had something called "bend bow" to alter the lines of their characters. But they didn't explain it or give any pictures so it may have had nothing to do with limb bending.
If you want to appear as one of the cognoscenti you really have to say something like "well, that was pretty good... but I think you need to..."is it O.K. to drool when one sees somebody's animation?Thanks again, everyone, for looking at my animation!
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wonderful images. Very cinematic.
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hmmm... I'm on a PC and the clips barely play. Very stuttery. Wonder why that is.
Mechanical Curves
in Work In Progress / Sweatbox
Posted
yeah, sorry.
pic
[attachmentid=20952]
the fewer splines you use, the smoother it will be.