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Posts posted by robcat2075
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The Art Nouveau Tnman is a interesting concept, but the limbs look too skeleton-like. Especially the legs. I'd still like to see a more mechanical tinman that can do a "Transformer"-like change into the owl and back. That would be a cool CG moment.
BTW, That picking-out-a-suit idea of Rodney's is a cute one. If this were a feature that would be something to try and fit in.
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I'm not an aboriginal person skilled in the ways of wilderness living, but a dugout canoe would be carved from a log, so shouldn't the grain be running lengthwise instead of across the canoe?
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The only problem is that they DON'T morph together like real life water particles do.
I know I'm being one of those standard forum villains by posting this but here's a render of a JohnL3D project showing blobbies morphing together
http://www.hash.com/forums/index.php?showt...indpost&p=15572
different settings might yield different results.
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Those look good. The compression was rather blurry so I couldn't get a good look at some of it. How were the water splash and broken glass done?
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So I guess I should scrap my silly little realistic people and animate some goofy surrealistic ones?
Don't scrap him, but animating the goofy characters will be a far less frustrating way to start out.
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I suppose you can do anything you want in an "independent" film, but there seem to be commercial aspirations here. The drawings in the book aren't really up to modern CG expectations.
One of the goals is to show off A:M. I think some tasteful complexity would be good.
But has the decision already been made to do this in limited animation? If so, the character designs we've seen are on the wrong track. For limited animation to work we need something like Dearmad is doing for his Ravel epic.
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How about if you added some specular-only lights on a light list (illuminating only the wrap) to catch the wrinkles. That would look sharp.I didn't apply the shrink film.There is a roll of it on the machine, and I put a lot of time creating wrinkles in it, and you can't even see them.
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Good looking models! Those are the biggest tuna cans I've ever seen.
I can see the roll of shrink wrap, but I can't detect it on the cans at all. I'm missing something.
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The people who will make the "decisions" are chosen, but if you have ideas there's no reason you can't propose them.
But honestly, solid animators will be in shorter supply than anything.
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Those Neil drawings dont' look very much like balloons at all. They look more like Tweedle Dee/ Tweedle Dum. In WWI helmets.
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I guess it needs an arm of some sort to do tasks with, unless it's only task is to run over people's toes.
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I hope we're shooting aiming for something more than "stop-motion" for the animation.
Stop motion works for "Wallace and Grommit" because those are VERY stylized and simplified characters (and Aardman is VERY good at it).
The holds and freezes they can do in stop motion don't work in CG. I haven't seen anyone succeed at it. Not for 22 minutes.
And if stop-motion it is... then someone needs to go tell the art directors to change course immediately. Every sketch I've seen looks like a full-animation character.
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BTW, there's a public domain Ub Iwerks cartoon The Pincushion Man that has a whole cast of balloon people.
You can see it free at movieflix.com (free reg required)
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A jointed teddy bear might be easier to rig than a single skinned one.
Paul, can you make him look more "stuffed with straw"? Maybe he's got more apparent seams, or some suggestions of the clothes the Scarecrow was wearing? Kinda like the Incredible Hulk still has David Banner's pants on.
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Yes, this is going to be tough. And there's a real danger that what we all finally agree to is an "averaging" of the different opinions.
At the moment I'm seeing Tinman and Scarecrow as people who find themselves in a situation (emperor and prime minister) rather above their regular station in life. They're making it up as they go along.
We don't know much about Woot. He appears out of nowhere. Right now I'm reading him as a helpful but slightly skeptical observer of Tinman and Scarecrow. They're somewaht sillier than he expected.
But that's just my initial take. The characters are pretty bare in story right now. I can look at about 75% of the script now and envision a way to do it, but not all of it yet.
Maybe it would help to first think about where we're aiming on the authenticity scale when
1 is a straight retelling of a fairy tale
3 would be Snow White
5 Alladin
8 Shrek
9 Tex Avery's Red Hot Riding Hood
10 imagine Bob Hope and Bing Crosby On the Yellow Brick Road
If we do this on the 1 end of the scale I think it would die of quaintness.
Seven and above would indicates some rewrites, and 10 would be unbearable in any event.
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Yeah, you could block someone, but he/she/they could just start another thread about "HOW COME UNGLAUBLICH IS CENSORING ME?" or 100 variants on that.
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Charming drawings Paul! The Bear is identified in the script several times as being stuffed with straw so somehow his appearance would have to support that, much as the appearance of the scarecrow indicates the same. I rather picture him appearing perhaps more teddybear like.. something stuffed anyway.
Do a teddy bear...
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what's the difference in the output between Emilio's wave generator and AAver's?
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It doesn't play for me.
A direct link to the file rather than a link to an html page with a player in it will let more people see it.
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There's no "Euler" equivalent for selecting groups of CP's. Still, I want to see how this turns out. The rigging problem has been bugging me ever since I tried it.
You can make a pose that moves several bones at once, but it would still take a lot of poses to cover all the possibilites.
If A:M had a scripting environment that supported bone movement you could make it identify all the cubes that are on, say, the middle level and rotate them all by the same amount around the center.
Hmmm, I wonder if an expression could do it? Expressions don't have any looping capability for testing all the cubes though, AFAIK.
But I'm still wondering why the white tiles didn't anti-alias. I can't imagine why they wouldn't.
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I like the longer hang time much better. And the cartoon shoes. And the squetch on the ball. And cool lighting too!
However, I'd make the hang one ease-in to his peak and then the fall.
Right now he rises from 03:13-03:16
then falls from 03:16-03:19
then rises again from 03:19-03:21
then falls from 03:21-03:24
which makes for an odd hitch in his motion.
Some minor curve editing would get him to move in one arc.
When Shaggy is being flung off the ground, make his left toe lag behind his ankle in the upward motion (overlapping motion and all that). It could stay in contact with the ground for at least 1 more frame and maybe two.
I think the camera shake is happening a frame too soon now.
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That's wonderful. Another charmer!
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I'm looking at this full-size and I'm wondering... how is it that the red and blue tiles are anti-aliased but the white ones are not?
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Looks good. I was wrong about "just a few frames". Hang him even more.
And roll the ball out faster so the shadow clears the frame.
Oz Contest WIP
in Work In Progress / Sweatbox
Posted
Very good point. He's "gotta" have hips that move seperate from the torso.