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Hash, Inc. - Animation:Master

robcat2075

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Posts posted by robcat2075

  1. Hard to comment on the walks seen from the front because it's hard to coment on walks seen from the front.

     

    I quite like sidestep 7.

     

    Squash and stretch seems mistimed on hipwalk. For example the squash is starting before the contact pose (the impact is what would trigger squash).

     

    On bouncing ball with legs there are several instances where the squash has happened before the ball contacted the ground and/or it remained squashed after leaving the ground. In general the ball is on the ground too long at each bounce.

     

    180 turn ends well, but the weight doesn't appear to be shifting right at the beginning.

     

    But those are fine tests. Keep doing more short bits like this that incorporate the same principles.

  2. TSM2 only recognizes a spine system of 5 spine bones?

     

    It's leaving my 3 spine bone system unrigged.

     

    Am I required to have 5 spine bones? TSM1 didn't make that requirement.

     

    What do I do if I want only 3 spine bones?

  3. The TSM2 manual says the foot bone roll handle must point forward, but the bone created by the builder wizard is pointing backward (actually down, but slightly backward because of the angle of the bone).

     

    Which one is correct? The wizard or the manual?

  4. It's getting closer, but if we frame thru it we see that he actually jumps backward, then reverses direction to fly forward and then reverses direction again to move backwards into the landing. Not possible in a free jump. A parabolic trajectory will never change direction like that.

     

    From the moment he leaves the ground until he contacts it, his forward progress has to be rock steady. That would be the progress of his center of gravity. We could debate about exactly where his is, but I'm judging it to be about at his hips.

  5. V4 is quite improved over V2. :)

     

    A few things to make it even better:

     

    -The last pose with the feet still on the ground should be a straight leg pose.

     

    -a jumping character has to travel in an arc. (technically a parabola) Right now he's flying straight up to the apex then straight down to the landing.

     

    - you are correct that his vertical travel will decelerate on the way up and accelerate on the way down, however, his forward velocity can't decelerate and accelerate while he's on that ballistic path (unless he's somehow altering his path with some unseen rockets, which doesn't seem to be the case here.) His forward velocity will remain constant over a brief jump like this. You can actually fix both the arc and velocity issues in the curve editor without adding new keys.

     

    -as in the take off, the first frame where he contacts the ground for landing should be a straight leg pose. Have the back leg hit first, as Mr Jage suggests, then bend to allow the front one to hit (also straight). The timing of your landing follow thru is working well.

     

    -Are those middle legs really "arms"? Have them trail in the air as he's falling and you'll have an opportunity for even more follow thru action when he lands.

     

    Keep tuning this one. This would be a good shot for your "demo" reel when Oz starts looking for animators.

  6. If you watch many silent films of that era, they spend a lot of time on the title cards and on the actors reactions to things.  So I left some of the titles up a really long time, and had them jitter a lot here and there, just to lend a note of authenticity to it.

    Oh I gotta disagree with that. The good ones were expertly paced. I just watched "It" (1926) and even though it's almost all about reactions (and had a fair number of title cards) I never felt anything was lingered on too long.

     

    Sure there are bad silent films, but don't use those as models.

  7. Hey, that looks like a Delahaye!

     

    Put one of the showgirls on the turntable with the car. Have her gesture to the car like she's pointing to the grand prize on a game show. Or she could actually be in the car. And give her a dress other than red. White or yellow might be good with the red car.

  8. That copyright issued in 1935 is the problem. Yes, they have it, but should it have been issued at all? There's substantial opinion (obviously not the prevailing one right now) that Happy Birthday was already in the public domain by then, and that any copyright awarded is invalid.

     

    A copyright is really only as good as your ability to defend it.

     

    The large legal resources of the Happy Birthday owners makes it difficult to overturn their copyright, even though there may be clear evidence for doing so.

     

    Money has alot to do with it.

  9. I always thought that once in the Pub. Domain... always in the Pub. Domain... but one never knows what big money might be able to buy...  innocent verdicts, the Beatle's songs, etc.  ya know?

    Yes, money can undo Public Domain.

     

    It's a Wonderful Life was regarded as public domain for many years but in 1993 the copyright was reactivated after a court case.

     

    Also, Happy Birthday is a song that by the evidence ought to be public domain, but the copyright owners still demand and receive royalties for public performances of it.

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