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Hash, Inc. - Animation:Master

robcat2075

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Posts posted by robcat2075

  1. I've got opinions on all the above, but first let me just pose something...

     

    What are people envisioning as the quality level of this?

     

    I sort of see Boids of a Feather as a benchmark. It looks real good, the animation is working well, everyone who sees it thinks there's a real movie behind it. A successful collaborative project.

     

    Of course, Boids wasn't about "training" anybody. AKAIK, everyone on it pretty much knew what they were doing.

     

    Are we shooting for less because this is a mass learning experience?

     

    Are we aiming higher because we want to compete with theatrical releases?

     

    I ask because I haven't been able to discern a definite direction yet.

  2. The paradox of a modeling a realistic character is that the time spent refining it subtracts from the time you will need to animate it well. And that will be excruciatingly difficult.

     

    But it's a fine looking model, I'll be looking forward to see what you do with it.

  3. As far as licensing, mechandising, tie ins... I would say we are too much of an unknown quantity for any prudent businessperson to put money/resources into. None of us has a track record of previous commercial success in movie-making.

     

    But it won't hurt to try. Anyone got a crazy rich uncle?

     

    "I helped make the "Tinman of Oz" animated movie and all I got for it was this lousy TShirt"
    Too true.
  4. Do you have your "dir foot" bones set up correctly? Is their origin the same as the origin of the toe bones?

     

    Yes, I input numerical position values so that both originated at the same point.

     

    It was pretty close to begin with, and there's no improvement in functionality with it being exact now.

  5. 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?

  6. 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.

  7. Here's where my "confusion" originates:

     

    "The heel control can be used to pull up the

    heel, and also to swivel the whole foot

    around the ball of the foot (as in Fig. 17)."

     

    -TSM1 manual (pg. 20)

     

    BTW, in the fully rigged biped supplied with TSM1, turning on the ball of the foot seems to work.

  8. an observation that I offer without offering a solution:

     

    Most of the above are plausible ideas for character development, but they tend to involve additional dialog in a script that's already dialog heavy.

     

    In addition, the mandate is for a final product that deviates only slightly from the original story atmosphere. Less than Disney's Snow White deviates from the Grimm's fairy tale version.

  9. 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.

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