-
Posts
27,754 -
Joined
-
Last visited
-
Days Won
341
Content Type
Profiles
Forums
Events
Posts posted by robcat2075
-
-
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.
-
It does look engaging.
How about making the yellow "head" portion of the flower bigger (in proportion to the petals)? It will read better.
-
Broader shoulders. Lower crotch.
-
I was expecting to see Whataburgerman giving hamburgers to Mr. Incredible.
-
There's real personality in those drawings! They don't all seem to be in the same universe, but I hope non-traditional concepts are something we could experiement with more.
-
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?
Too true."I helped make the "Tinman of Oz" animated movie and all I got for it was this lousy TShirt" -
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.
-
I'd sure be interested in seeing more of the "non-realistic" ideas. I hope lots of people go take a look a Madagascar. Fun 3D characters without being rigorously accurate.
-
Thick neck on that guy! looks real good.
Is this "Whataburger Man"?
-
My first pass I did have it off sync by two to six frames, but it just didnt feel right for some reason. I understand that it's 'propper' and 'accurate' but it just didnt work on screen,
I'd do some other gesture that isn't timed at all to the numbers being counted out.
-
a short motion test with gratuitous textures.
-
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?
-
High patch counts seem to slow down real-time "shaded" rendering, but they're not the major slowdown in "final" rendering. Textures and combiner materials have far more influence.
Greg Rostami demonstrated it in this thread
http://www.hash.com/forums/index.php?showt...indpost&p=42701
Limited memory might be a reason to reduce patch counts, however.
-
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.
-
Also, I think Scarecrow should itch himself alot.
That's a funny idea!
I'm trying to think how we'd ever animate that convincingly since he's ostensibly covered in cloth.
-
Wow, that toon render of Scooby is particularly successful!
If someone could program a toon line renderer that did varying line width instead of varying density, it would look classic.
-
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.
-
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.
-
Great looking Robot!
-
I realize bees don't really have pupils but he needs something to indicate his eye direction.
-
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.
-
Very impressive... I always wondered how they did fart jokes in silent movies.
Wonderful character, Paul.
-
Trying one more time here.
-
What does "FFF" mean?
Rigging for TWO's Style
in TWO: General Discussion
Posted
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.