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Posts posted by robcat2075
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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.
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Which one is the new one? The one with the tail ball?
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I made the mistake of singing along with the song. Big MISTAKE! Got stuck in my head and now I can't get it out.
That's a bad thing?
Well, when Martin and I pick up the Oscar for best song, you'll be able to say to your friends "I was sick of that song when it was just a demo!"
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beautiful. You should develop some of the abstract things you're doing.
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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.
These are broad stroke comments. I'm not really looking at small detail polishing yet.
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Good ideas, keep them coming!
Yes, I should try to put together a thumbnail storyboard so you can see where this is going.I think we need to spell out exactly what the characters are doing while they are singing and we need to get some puns and gags in there to get the people laughing. -
Fantastic, you don't know how helpful it is to how you approach a scene.
Thanks for putting that together Robert!
-Josh
Not that this is a text-book example of how it should be done.
If I had had a better notion of what i was going to do in this shot at the start, I would have gotten more useful work done in the initial "golden pose" stage and the breakdown stage.
And that would have made the polishing easier.
They talk a lot about "planning", the research and discovery stage you go through before you go into the software.
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Hey, Dhar, you're back! I was afraid I had run you off.
This is working better. I've made some comments, but I'm having trouble compressing the screencam movie. Still working on that... So watch this space.
Wow, what a haircut!
Looks a bit like Woot, so it fits perfectly!
Yes, in dim light and with the lo-res camera slightly out of focus, I can still look like I have a luxurious, full-bodied head of hair.
I have 5-watt bulbs in all the lamps and have visitors wear wax-paper glasses.
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So did you like my suggestion for the wording of the song?
I like that line
So watch this place and keep the faith
although it wasn't exactly what I had in mind for
No need to stop the show...
I was thinking the mob of winkies at the end might be singing
We've heard the song, it's running long
No need to stop the show
got any more?
Silly notions are allowed too since we're just brainstorming right now.
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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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Exercise 10: FW-190 Fighter
in TaoA:M and the A:M Technical Reference
Posted
That looks like a successful outing.
My only question is the nose... it looks rather flattish.
Showoff!
Looks great!
The little rust dribbles on the landing gear might be too uniform.