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Hash, Inc. - Animation:Master

jpappas

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Posts posted by jpappas

  1. Yves,

     

    I like this, it's nice to see a scene that's so focused on the face and not the face/arms/hands. He rapidly blinks three times at the very end, like something flew in his eye, but that's easy to fix during the refinement phase I'm sure.

     

    -Jim

  2. Ok, this is the fastest I've done a first pass, but then again, it's a simple little shot and goes by quick, just about one second long. KuKlip has just talked about using Tinman's cast off parts to make a new person, and this is Tinman giving KuKlip an angry look, and you can hear KuKlip say "oh!" when he sees this.

     

    Ken, Dave, I saw your replies about the shoulders, thanks! This is just a first pass so I'll take a look at it again.

     

    -Jim

    2_07_086_take.mov

  3. hey,

     

    I've got a shot where I need Tinman to assume an angry pose, he's listening to KuKlip talk about using his cast off meat body parts to make a new person and he gets really angry.

     

    I want him to cross his arms across his chest, and I notice when I do this, my shoulders lift up -- from the shoulder all the way to my neck, then as my arms cross, they drop a bit. With Tinman I can rotate his shoulders but that only affects his shoulders, not the area from the shoulder to his neck, this remains stationary and kind of looks like it's missing something. Is there a way in the rig to get uplifting shoulders?

     

    thanks!

     

    -Jim

  4. Al,

     

    I use Proxy models when animating TWO, but I haven't ever created one yet!

     

    But looking through my own notes, I found I jotted down some instructions at one point on how to do it:

     

     

    -- create a proxy version of a model --

    1. open the model you want to create a proxy for

    2. save the model as it's proxy name (man_proxy.mdl)

    3. strip down the CPs and geometry of the proxy model

    - don't touch any bones or constraints

    - you can replace entire parts like hands with boxes

     

     

    -- Working in Choreography --

    1. drag the Proxy model into new Choreography

    2. work with the proxy model as needed

    3. when you want to switch to the real model:

    - click the Shortcut to in the Properties panel

    - change it to the real model

     

     

    -- Working in Action window --

    1. create a new Action, choose the proxy model

    2. work with it as needed

    3. when you want to switch:

    - close the Action window

    - right-click the Action in PWS

    - select Edit with and choose the real model

     

    -- fix Constraints to work using a proxy --

    1. make sure both the real model, proxy and props

    have Embedded = On

    2. in the PWS, in the Choreography

    right-click the Shortcut to Proxy

    3. select Rename, rename the proxy shortcut back

    to the original model name

    4. now select the proxy model in the Objects container

    and switch Embedded to Off

     

     

    -Jim

  5. Hi guys,

     

    One thing I wanted to ask about is why not add something to mimic the look of a metal's micro surface bumps and the way they break up the specular elements? This may not be the right name for it, I was also trying to talk about this last night on the TWO chat but couldn't describe it well enough then either! But a picture is worth a thousand words so I've included one, on the left is a photograph of a metal pole, on the right, our beloved Tinman. This metal pole might show the effect too much, but don't metal surfaces exhibit this to some degree no matter how smooth they are?

     

    I think when I look at the Tinman this is part of what seems missing. His specular shine is so perfect it's... well, I don't want to say like plastic, but... I'd say it's just a bit too perfect. Would this idea help separate both the Tinman and the Silver Surfer from the background or in general just add to the look of metal?

     

    As this is turning into a very educational thread, please jump in and clarify if I'm on the wrong track here.

     

    thanks!

     

    -Jim

    metal_example.jpg

  6. Hi,

     

    Very nice! He looks lost in his own thoughts which I really like, I'm trying to do that more too since I've noticed we so often have characters talking too directly to others.

     

    I watched it again a few times and there's still something floaty about it, not quite sure what, it might just be the slow move of the camera and his hands.

     

    :D

     

    -Jim

  7. Ken,

     

    I like it, although I think he winds up too soon and his arm goes too high, so he might look like an baseball umpire calling a strike. I would say try moving the start of the hand motion so it happens later, starting it at the word "make", and adjusting the height of the arm so it's not so high up.

     

    :D

     

    -Jim

  8. Hey Ken,

     

    My 2 cents. First thing that catches my eye is KuKlip has got symetrical posing with his arms/hands. The other thing is his hips don't sway or rotate with his walk. I like the speed that he's walking and I like how the camera picks up a little motion to keep him in frame.

     

    -Jim

  9. Hi,

     

    I've got Woot static in the background so I'll return to him tomorrow to give him some life, but here's my first take at KuKlip giving his line. That desk of KuKlip's is so close to him, did anyone else have trouble with his right arm constantly going through it? I know KuKlip's a little on the chubby side but he probably needs a little more space on that landing! :P

     

    -Jim

    2_07_076_take.mov

  10. I kind of like the green tint too. It gives him that something extra, kind of like the way a brushed Nickel faucet can look more interesting than the same design in Chrome. Maybe a few side by side shots would help.

     

    BTW, I'm not an expert, but are we using Anistropic Shading on Tinman? As I understand it that helps make metals render more like metals, but I've never played with it.

     

    -Jim

  11. George,

     

    Something else must be going on here, because your system kicks my system's butt! Yet I find I'm able to work the scenes in shaded mode. I have a Dell P4-2.8 GHz and 1 Gb RAM. Video card is Nvidia FX 5200, AGP 8x, 128 Mb.

     

    I don't suffer from the NVidia black CP problem because it's driver version is prior to the one with that problem.

     

    Do you have other applications open in the background, or anything that might be grabbing the resources of your video card? I will say I definately cannot work in full shaded mode (page up all the way) without lags, but if I page down to the lowest realtime display level and use the Front Realtime light in the Choreography properties, it's fine.

     

    -Jim

  12. Wanderer,

     

    If you've completed "The Door is Stuck" and "Can You Say That" then I'm assuming you must have the Animate button selected, but I think I know what you're saying and it's something which does take some getting used to. A keyframe represents the change from the last keyframe, and if there is no last keyframe, then it's the change all the way back to 0:00.

     

    So if you move Shaggy's right arm at time frame 3:00 and it's the first time you've touched his right arm, it will begin moving from time frame 0:00 all the way to your keyframe at 3:00.

     

    So let's say you really intended for his arm to remain motionless from 0:00 to let's say frame 2:50 and then only move from 2:50 - 3:00, you need to have keyframes for each of these times, 0:00, 2:50, and 3:00. The keyframes at 0:00 and 2:50 will have the arm in the same position since they represent how long you're holding the arm motionless, then the keyframe at 3:00 will be the new position it moves to.

     

    I think Robcat made a diagram or animation that describes this better, I'll try to find that link.

     

    -Jim

  13. Paul,

     

    I love the Dopesheet because it lays down the first pass so quickly. The results are never spot on the first time but it's easy to go back and improve it, lowering the magnitude of this pose, changing the interpolation of that one, etc...

     

    -Jim

  14. OK, I tried "can you keep a secret" a fourth time and a fifth time and it happened both times, and... I think I can make a few assertions about it now.

     

    BUG: when you are moving and resizing words in the Dopesheet, sometimes a single Pose's Start/End times under that word can get bonked. Bonked can mean any of the following:

    1. they are both set to the same time

    2. the End time is set before the Start time

    3. both the Start/End times are changed such that the pose comes before parent word in the Timeline

     

    If trying to correct a Pose in this state by grabbing the bar in the UI and trying to move or resize, you likely cannot even grab or change the bar this way, but if you can, the problem can spread to other Pose's Start/End times making it worst.

     

    Workarounds:

    1. manually editing the Start/End times of the problem Pose in the Poses' Properties View.

    2. deleting the entire word, right clicking the DopeSheet, choose Add Sentence, type that word again, when it's added to the end of the sentence, grab it and move it back into position.

     

    In the screenshot, you can see how it happened to the AI pose, and it happened just by me resizing the tail end of the parent word, secret. Again, it doesn't happen everytime you resize a word.

     

    This may be enough for a bug report? I just wish instead of saying that this sometimes happens when moving/resizing words, that I could define it a little better.

     

    -Jim

    dopesheet3.jpg

  15. There must be some step or scenario that we're missing. I just tried "Can You Keep A Secret" three times and it worked perfectly each time. In each attempt, I tried a variety of things, like trying to move the next word before the previous, skipping a word and moving the next, but saw no problems, it worked flawlessly in fact.

     

    I'm not one to post a bug report if the bug isn't clearly reproducable since I figure I'm just missing the key step that causes it, so I'd rather keep trying things to see if we can't get our hands around it. If anyone sees this or can nail this down, I'd be interested to hear.

     

    -Jim

  16. Caroline,

     

    Yes, that looks like it, your screenshot shows exactly what I'm seeing. I'll try your steps today and if it's reproducable for me, file an A:M Report. I'll be able to make it a TWO bug since it's affecting lipsync work in the movie, and that will give it higher attention.

     

    In general, there's a forum called A:M Reports. You need to login and from there you can create a new bug report and just fill in all the fields. The most important info. usually are the steps to reproduce the bug, and an example attached project.

     

    -Jim

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