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Hash, Inc. - Animation:Master

williamgaylord

*A:M User*
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Posts posted by williamgaylord

  1. I posted the wireframe of the Marshmallow guy's eyes, plus some notes. The main concern I would have using that approach is that in your model you can see much of the back half of the eye. The approach I've used is the same as David Rogers' Washer model (in his book "Animation:Master 2002 A Complete Guide"). John Henderson's Kapsules probably use the same kind of eyelids. They are basically two hemispherical bowl shapes that pivot about the center of the eye. In your case the back half is visible, so the flaw in this design will be visible. I hide this by positioning the corners of the eyelid intersection near the surface of the face.

     

    MMEyes03.jpg

     

    You might have the start of a better solution for your model that would avoid this flaw. Not as simple to set up, but not all that difficult to set up in a set of percentage poses. I use a slightly modified version of Raf Anzovin's method of rigging eyes (in his "Rigging A Face" tutorial--available on CD at Anzovin Studio). His approach would work well for your design, too.

     

    Really like your character design!

     

    Bill Gaylord

  2. Thanks, Gerry! Here is a picture with the wireframe that should at least give you some hints on how the eyes are constructed. For a detailed tutorial on how I build the cartoon eyes with a resizeable pupil check out: Cartoon Eye Tutorial

     

    MMEyes01.jpg

     

    To make the lids, lathe a sphere a bit larger than the eyeball, then delete one pole plus all but two of the spline rings south (or north--depending on which pole) of the "equator". Then you sort of tuck these two spline rings up inside the lid so the surface curves inward at the equator. By adjusting the diameter and postition of the tucked-in rings, you can get very close to a perfect outer hemisphere shape without having to tweak any bias. These lids are basically simple bowl shapes...nothing complicated.

     

    MMEye02.jpg

     

    Hope this helps!

     

    Bill Gaylord

  3. For the past few months I've been overwhelmed with my "paying" job working for BellSouth as a technical consultant. The tree animation project has also been neglected for quite some time.

     

    The marshmallow is a bit of a diversion that is helping me learn a lot about rigging a face for animation (albeit a simplefied one). Once I get this little guy rigged and cloned, I should be able to crank out a series of shorts sort of like "Petey and Jaydee", but with marshmallows.

     

    Bill Gaylord

  4. Sounds like the project is picking up steam.

     

    "...I wonder what went through his mind?...It looks like a pine tree!..." LOL! :lol:

     

    Really looking forward to seeing the outcome of this project!

     

    Bill Gaylord

  5. Yes! I love your Mac & Mallow film!

     

    Hope you and many others will get a kick out of the Marshmallow Safety Films, if I ever get around to finishing any of them. Once I get the basic marshmallow model and rigging worked out I look forward to doing some "screen tests" and then starting work on an actual episode. Most will range from relatively simple sight gags lasting a few seconds, to more elaborate "accidents" that will likely run for a couple of minutes. Once I get some of those under my belt, I may tackle a "feature length" film that might last a whopping 10 minutes or so (a takeoff on the movie "The Blob").

     

    I'm hoping Colin Freeman and I can get the Atlanta AM user's group going again soon. This might be a good collaborative project for such a group.

     

    Thanks for the jokes and the encouragement!

     

    Bill Gaylord

  6. Amazing what becomes obvious after you take a break from a project. Although the bias adjustment problem mentioned earlier is still a problem, I found a simple solution to getting a nice pucker. It is so obvious!

     

    The mouth has a spline ring with CPs I can pull back a bit to round out the pucker, as can be seen in profile below:

     

    Bias01.jpg

     

    Still would like the bias adjustments issue fixed, but this will work just fine for now. Have submitted a bug report to Hash.

     

    Man, I am eager to get this little guy movin' around and talkin'! Have a lip sync test scene planned that will be a parody of a parody that Justin Barrett did. Hope y'all will enjoy it when I get it put together.

     

    Bill Gaylord

  7. Here's a suggestion that should be relatively easy to add, but might give his emergence from the book cover a lot more kick without any need to alter the initial pose: add a bright flash just as he springs from the cover, as though a flash of energy propelled him out of the book. This would be somewhat consistant with the way he "disolves" at the end.

     

    This is clearly a test run, but a pause at the very beginning that gives your eye a chance to take in the layout would help a bit, too. I like the overall concept!

     

    Bill Gaylord

  8. Quite a lot of progress since my first glimpse of Clay at one of the early Atlanta AM User Group meetings (it may have been the first one!). Love the fly-through. Looks to be a very imaginative world. Very like some of the microscopic worlds I've explored over the years with my microscope (one of a myriad of hobbies).

     

    Glad to see what you've got cooking.

     

    Bill Gaylord

  9. I tried a simple experiment in 11.1a and 10.5. I made a simple spline curve with several CPs. Then I opened a percentage pose, clicked on the "key bias" button, and then tried to adjust the bias on one of the points using the bias handle. I could not rotate it at all in either version. All that would happen is I could lengthen the handle. Watching the numbers in the properties window, the numbers changed as though I were rotating the handle. If I pressed shift (or was it the control key?) it caused the opposite handle to move around from the one I "grabbed". Also, once manipulated in the pose, the corresponding CP in the model window would cease to respond to bias manipulation. I'm wondering if this is more of a display bug issue. I am using the OpenGL option. Perhaps my installation has been corrupted somehow?

     

    I am totally baffled by this behavior. Have sent a couple emails to Hash support, but have not received a response yet.

     

    Bill Gaylord

  10. Thanks, Jeff. I really look forward to bringing this little guy to life. Animation is my favorite part of the process.

     

    RE bias adjustments in a percentage pose: I tried a simple experiment in both 11.1a and 10.5. Both have very similar results. The bias handles don't work like they do in a model window. Also any CP with bias altered in the pose no longer responds properly in the model window. Have reported this to Hash support. Not sure whether these are bugs or I am just trying to do something that isn't supported yet.

     

    Bill Gaylord

  11. I tested on Dex and Shaggy characters...

     

    I can see it now...Shaggy instructing superheros how to pose dramatically! LOL!! That would make one very funny short film! A fuzzy Yoda....

     

    Looking quite fine, Colin! Actually the binary sprites are a pretty cool idea..."Digitize him!" Sort of a double layer pun. :D

     

    Bill Gaylord

  12. I said to myself, "Yah, Vern! That's got to be it!", so I tried it. No such luck. I'm beginning to think this might be a bug or at least a needed feature. All I can do is lengthen the handle. I think it might be time to contact the Hash support crew.

     

    Thanks anyway man! Love your Happy Bear and friends!

     

    Bill Gaylord

  13. Need some help here. I'm trying to adjust the bias when moving the lips in or out in a percentage pose. I want to adjust the curve of the lip in profile using the bias to pucker the lips when they stick out. I can't get the bias handles to work! Nor does it seem to work when I adjust the bias numerically in the properties window. Is bias not a property you can animate? Or is this perhaps a bug I should report? Here is a view of the pose window:

     

    bias.jpg

     

    Any idea what I might be doing wrong, or might be missing? I'd have had the whole Marshmallow rigged by now if it weren't for this hurdle I can't seem to clear.

     

    Bill Gaylord

  14. I would add a little more time just before the green guy comes falling into the scene. Add enough time for your eye to take in and register the surroundings before the he falls into the scene. That would help emphasize the impact when he does fall into the scene. Nice bounce!

     

    For better continuity I would also show the big guy turn and start to walk toward the door (perhaps viewed from the location of the door), before cutting to the view of him walking to the door with the door in view.

     

    Nice work overall. Very interesting character designs. Lot's of potential here!

     

    Look forward seeing the work unfold!

     

    Bill Gaylord

  15. Still not much visible progress, but now he has teeth! They are patterned after "jimmies", those little cylindrical candy sprinkles. May actually finish rigging this guy today. Let me know what you think about the design. Any comments, critiques, suggestions quite welcome!

     

    Marshmallow05.jpg

     

    Bill Gaylord

  16. I may back-off on the bumpmap strength a little...

     

    It would be interesting to see an animation with the bump map contrast varying...a transformation from Young Kong to Grampa Kong before your very eyes!

     

    Great looking work, William!

     

    Bill Gaylord

  17. Thanks! I've been using 11.0t so far. Have downloaded 11.1a, but haven't installed it yet. I've heard that 11.1 is substantially more stable, though 11.0t has been pretty stable. I usually prefer "wrangling" the handles, since I can see the results as I move it around.

     

    I'll try 11.1a and see if there is a difference.

     

    Thanks!

     

    Bill Gaylord

  18. This may not look like much change, but most of his face rigging is done. Just have to add the main mouth controls now that I have all the low level controls done. Before long he should be talking, if not singing and dancing! Need to add some teeth. I have enough low level controls that I can get a wide range of mouth movements. I'll probably do a fairly realistic setup and a cartoony one similar to Justin Barrett's "Veggie Tales" mouth poses.

     

    Marshmallow04.jpg

     

    Anybody know how to get bias handles to work in a pose? I want to adjust the curvature of the lips as they move in or out, but I can't seem to get the bias handles to move while in a percentage pose. Anybody know what I may be missing here?

     

    Bill Gaylord

  19. Anybody out there know how to move the bias handles around in a percentage pose? I can only change the length (alpha)? Can't figure out how to change the angle (gamma). What am I missing. I am doing the fine controls on the lips of my Marshmallow guy, and on the in-out movements I want to adjust the curvature towards the two extremes.

     

    Help!! :(

     

    Bill Gaylord

  20. How very generous of you! I would love to animate this guy! Really look forward to it's availability. Thanks in advance.

     

    The UV map picture does look pretty cool.

     

    Bill Gaylord

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