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Hash, Inc. - Animation:Master

alweb

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Posts posted by alweb

  1. David sent me his tree files.

    I'll post it in the SVN asap...today

     

    It'll be free to you to try and update that tree folder...

    final modeler will tap that resource for their work

     

    I would like to have Paul work on tree /forest in that same place

    I'll put David tree under /prop/tree/david_tree

    ...So we can add /paul_tree etc

    That way we keep trace of who's done what about tree...

     

    Al

  2. Eric

     

    Base your work on Bob's sketches or animatics

    You should have the feeling on animatic cut act2-seq08-sc28

     

    You are free to interpret even if some stuff can be add or remove later on...

     

    My opinion would be that it should look more hill-billy, in regard with Bob's work.

    Some home-made furniture done by Chopfyt , who is not very handy cause of his constitution etc.

    But with a nice female touch from Nimmie.... carpet , wall paper , picture, lamp etc...

     

     

    my 2 cents

    Al

  3. I think that we should definately think about what parts of a shot can be matte paintings or layers--such as the Castle at a distance. Or what is outside a window.

     

    Well, you're right , but Is a matte painting would be a 3d render anyway ? So still need of a final castle outside...Or are you asking about hand painting ?

     

    Shot by shot, breaking it into the elements you need to composite the scene. otherwise a lot of work is done for nothing. An example is a proxy castle--couldn't that have always just been a sketch brought in as a scaled up Layer in A:M?

     

    You're right , but at least the proxie castle has been usefull to build the final castle...just for that it justify , IMHO

     

    the shot by shot breaking thing should be reserve to the animator ....that way they can fix if they want layer render , matte picture etc... in regard with their rendering time...and animation effect etc.

    They'll still need the final set for that... tp pick up their picture from...

     

    Al

  4.  

    Al,

     

    Going through the rough blocking animations, I noticed there is a BIG scale issue from Act 1, Seq 2, Shot 7 through Act 1, Seq 2, Shot 9. At shot 10, both Woot and the Tin servant seem to shrink by at least the Tin Servant's height. This drastically alters the scale of everything else by almost double. Suddenly the entrance door is VERY large indeed.

     

    So, I'm going to go with what's in shot 10 and after, as this will make the interior corridors closer to fitting inside of the existing castle. Currently they won't fit no matter what.

     

    I will be making main castle and it's towers larger to compensate, but I'll leave the drawbridge at it's current scale to match the proxy.

     

    I believe there will need to be serious adjustments to shots 7 through 9.

     

     

    You're right Jody... a good solution , Thanks for taking care of this

     

     

    I am basing my scale and the final castle hill and interior sets on the blocking shots from Act 1, Seq 2, Shot 10 onward. This includes having to rescale the throne room to match the shot scale that was done for Act 1, Seq 3, Shot 3. Also I will make it so that the garden is somehow 'outside' as there is dialog that specifically says "it's good to get outside the castle" and there is a shot of birds in a tree limb in the garden.

     

    The drawbridge section of the castle will have to shrink by 50% from what it is now so the castle will contain my interior sets.

     

    I'll post tomorrow with a few screenshots. As there is a lot of position verification now with towers and such.

     

    Anyway, just keeping you up to date. :D

     

    Cheers!

     

    It look fine to me Jody,

     

    Remember that we won't mess with the block anim...unless big scale mistake in block anim like the one you've mentioned upper

     

    On special occasion we would be able to extract a special part of the set to fit with an

    animation ...but the less the best.

     

    Again that ! ;) I know it's a rage ( marotte in french ??? )

    ... you'll probably ear it again a couple time

     

    ;) hehehe

     

     

    Later

    Al

  5. I like --I'm definately in favor of tree hair. The Art directors(?) may wan't more cartoony trees... Which could be rendered from a tree model for use in the emitter

     

    Dave's tree set would be nice for background and distant forest isn't it ?

     

    Will , a good plan for most of the trees...I'll let the final modeler to deal with that and texturer would be welcome to tweak and improve this aspect...

    Are you open for that ? and when would you be available for this kind of work ?

     

    Thanks

    Al

  6. Nice Work Eric !

    :)

     

    This is final set cho for nimmie house isn't it ? Super !

     

    I notice on Bob's plan a wall with a window in the kitchen who wasn't on the picture ?

     

    Like you've said , the scale is not yet set properly

    the room space seem "more fully" in Bob's plan...

    Maybe reducing the room a bit ? or enlarge the furnitures ? enlarge the window ?

    of course without messing with the blocking animation work if there is any?

     

    If there no blocking done...you can get a good proxie from that model..

    I haven't found a nimmie house proxie on SVN...

    Is it premature to go final set without made a proxie first ?I'm asking ?

     

    great model anyway !

     

    Well , about the "artitistic call", I try to coordinate the winkee-village and the tin castle at this time...

    So the nimmie house would come after in my mind , if nobody take it in between...

    For now I got enough to deal with.

    Eric get it just right , I would comments and help if Eric ask for

     

    :)

    PS:

    Eric you know that you're welcome if you want to help on winkee and castle final sets.

     

     

    ciao

    Al B)

  7. Jody

     

    About your drawbridge concern

    As shown on: Act 2 seq 01 Sc 18, They seem to use the same door

     

    I see what you mean...

     

    You know what ? build the castle as it appear on the animatic,

    focus on what is needed... if it seem to have no side ,back or bird view of the castle don't work those unshowned parts... or make them rought ( for futur work,game etc. )... only what we need to show...

    same thing for the nature around the castle..think of it from the camera point of view

     

    About the garden, I think you should adapt the main building to receive this garden

    enclosed inside the wall , near the main building or something like that.

     

    ... Add a side door on the main building to the garden ?

    That way they can use the same drawbridge door to get out

    ...I think it's important to use the same drawbridge for the logic of this scene, to avoid confusion

     

    Later, we should split this castle set into parts for specific scene ...like the garden, and the drawbridge...

    So work your model with this in head, make the garden with his surrounding wall and the drawbridge as separate object will allow us more flexibility later on

     

    If you need some sketches , I would provide you some.

    but you can use and adapt Bob's latest plan

     

    later

    Al

     

    Edit: the fact that we don't see the garden when they first come in doesn't bother me much...

    there's a little glitch but the action can pass over that ...IMO

     

    no problem with your time frame Jody ;)

    I'll look at that SVN and get to you later ( this week )

     

    Thanks

    Al

  8. Ok great!

     

    Does they leave the castle by the garden ?

    Let me verify that...they shouldn't but...

     

    PS : confirm when SVN will be updated so I'll take a look

     

    huh? I always have to edit my messages ! ;) a chance !

     

    :)

    Later

    Al

  9. Hi Jody

     

    Welcome to the castle thread suite ! I know , I'm fuzzy with keep thing in place...

    hehehe !

     

     

    The proxy model I got from the SVN had the central tower very near the front door.

    Here's an option to put the garden outside. I can create an exterior wall that has a small courtyard and then the various towers are inside of it. I can also widen the curve of the moat for the gardens around the main wall. Thoughts?

     

     

     

    I think I'm the guy to answer that kind of question... so stick with Bob's sketches about gardens etc

    You got the top view plan he did ?

    If you can modify the outside castle so it can hold those space...

    Again ,every thing that don't touch the blocking animation work can be modified an improve.

     

     

    EDIT: by moving the towers back some inside a main wall, we will be able to get a taller looking shot from the base of the drawbridge. Currently you can barely see the tallest tower.

     

    Good idea, go ahead...

     

    Also maybe you can use the same tower tip ?as a choreo shortcut ...that way we save time and power for other effect ?

     

    Here is a more updated set of shots with the front gate and person door. It should clear up some of the scale issue with the drawbridge.

     

     

    ok cool...

     

     

    I did have a question for the ADs... what material will the castle be made of? It is stone correct? I presume the gates can be wood or tin covered wood. Let me know so I can add shape detail for the type of material.

     

     

    Jody, You can ask question and all your concerns to everybody , and everyone is welcome to express their view .

    I just want to remind that , at this time , I'll be the guy who'll get you with the final word.

    So you won't lost your time arguing with everybody point of view...

    Those point of view welcome of course!

    I'll be with you and everybody on that thread to help until an advise of change

     

    Later

    Al

  10. Hi Jody,

    ok good start ! :)

    If you don't mind , I would like you to use the same thread as before for the tin castle outside...in the set sub-forum ... here :

     

    http://www.hash.com/forums/index.php?showtopic=19504&st=15

     

    see you there for the next reply...

    follow are my suggest and concern

     

    Okay, it's not much different than what we have in the SVN... BUT, I have altered the lower half of several of the towers, and added the two last towers to match the proxy positions and height properly.

     

    I would like the castle build into cho...that way you can use a shortcut if you use the same tower two time...

    as for the nature element.

     

     

    I also modified and placed my own drawbridge with dynamic chains and extended the path hill in front and moat around the castle.

     

    I have built the central tower's lower area into the hill model, along with the main gate.

     

     

    No problem to modify as far as you stick to the proxie size and positions.

    Your work must fit with the blocking animation done

    ...this is very important to respect, can you confirm that fact ?

     

    All modeling work can be done into the same object at this time... but you would split it into different object and rebuilt it later into a cho ...so it give max flexibility for future works.

    And all object(model ) save as separate files (no embeded)

     

     

    The dynamics are working on the basic chain and I will work toward getting the chain ramps into the castle working so that they will look like they are actually pulling up the gate.

     

     

    forget the dynamic stuff at this time... It's more part of the animator /riggin stuff

    we'll look after that later...

     

     

    I am planning on following bob's sketch for the interiors and try to build the castle to hold them in their orientation (like a real building).

     

    This is a good idea... for now it seem to have a problem to hold Bob's inside castle design into that outside castle model ...So Even if it change the general look of the castle a bit...it's not a problem as far as the blocking animation work stay untouch by your work...

     

    Maybe a wall around, like a fortress ? etc.

     

     

    I still need to build up the base of the other towers some more and link everything to the central tower as one large castle on the first two or three floors.

     

    see my comment upper in this mail about the final build up into cho

     

     

    Ignore the rectangle to the left of the main gate entrance, it's the leftover old door. I just moved it out of my way.

     

     

    Look at the blocking animation available to see how the door movment happen...

    Also you got some sketches I made before of the main door design ...it would help

     

    http://wiki.hash.com/two/published/Tin+Woodman+castle

     

    Ps : thanks for the wiki update!

     

    More progress to follow later in the week. Cheers! :D

     

    Note to ADs: I will only post finished product WHEN it is approved. Currently this sits in a temporary work area of my hard drive.

     

    Ok Jody, great!

    I would like to see a SVN update once a week

    ...that way I would be able to intervene directly in the files as needed

    ... you should not be let alone with all that work ! hehehe! I hope !

    When the final cho set-up will be done...and object saved as external files,

    other modeler , texturer , lighter would be able to come in the set and touch up...

     

    first step:

    -finalize the general design of the castle, wall, tower,main building, land, park, etc...

    -split every thing into object saved into separate files

    -build up the scene into the proxie cho...

    -respect size and position relative to the bloking animation

    -save ewverything in order into the svn so every body can get it

    -wait for discussion at this step

     

    next step

    -go on with further details

    -collaborate with texturer, ligher

    -render test

     

    Please confirm you intentions about that ?

     

    later, on the set thread ;)

     

    Al

  11. Ok

    Some news about the tin-castle final set

     

    Jody (nickname : MMZ_TimeLord ) will collect and replace model in the new tincastle set chos

    He will also do modeling etc...

     

    This is for the three castle set ; outside, interior corridor and the throne room

     

    Ken will make modeling too .

     

    Thanks guys!

     

    Any people who want to work on it please report to duty here ;)

     

    I will coordinate and help when needed

     

    The new final chos will be available in the SVN

     

    PS

    Wanna add here that , I'm not rushy with this, just try to keep thing going...slowly but surely.

    I understand that everyone have a life schedule to fullfill so we take it cool

     

    B)

     

    Later Al

  12. Hi

    hehee ! cool !

    Can we get those trees models posted into the SVN into a general tree folder ?

    \data\Shared Data\Models\Set_chors\general trees

     

    So we can start from and modify it as needed for the set

     

    Javier concept are great...the kind of goal to acheive isn't it ?

    Frank and Paul trees look great for mid to closer view

    David one look good for forest and far view

     

    After building the winkee village as final... texturer and lighter would be able to work on too

    and the look will refine ... mood test would occure at this step ? what do you think ?

    we can use the final winkee-village as the environment test , as Frank said

     

     

    Frank, Paul, David ? are you available to work on the winkee-village final set ?

    It's the first set of the movie and it will establish lot of the mood so we need experience!

     

    Any other who want to work on it , please report to duty !

    hehehe

     

    Al

    :P

  13. Hi

     

    I've look at the models available in the svn and see no final trees

     

    Where are the research and stuff about final trees ?

     

    Is Paul haven't do some nice one ? ... with a forest etc. ?

    If there's no specific thread about trees , I suggest to regroup all resources about trees here

     

     

     

    Thanks

    Al

  14. Hi Micheal , Lazlo

     

    Are you good to work on the final set of the winkee-village?

     

    It need someone to put models into the new cho : final winkee-village set

    and all the other to feed him with final models.

     

    Dave are you wiling to work on this too ?

     

    I would help when needed

     

    I think someone have made nice trees...I will look at this ...

     

     

    Al

  15. I would say try both ways and see what you like best. If the models are in the chor they are easier to have interact with the actors.

    Something to be explored.

     

    Noel

     

     

    Good idea Noel

    I'll take a look at the folder solution

     

    Thanks

    Al

  16. Hi

     

    I finally been updated with SVN and get access to all files and movies.

     

    I look at the winkee village cho, nice work

    My first impression is that too much element are into the cho

    every tree and house etc are a shortcut place into the cho

    ...this make the cho very big and a bit messy isn't it ?

    maybe the animator will have problem playing with this kind of stuff?

     

    My suggest would be : why not using a unique model shortcut named winkee-village ?

    His shortcut placed in the cho(this model have no geometry at all)

    All elements (house trees etc) are placed in an action of that winkee-village model ?

     

    That way the cho stay clean and simple

    You can have different winkee-village who can be switched easily by remplacing the action shortcut

     

    This is the way I procede for myself

     

    What do you think ?

    How animator are using that ?

     

     

    any comments on that from those who are using it ? animator ?

     

    Al

    post-667-1141141156_thumb.jpg

  17.  

    I'm supposed to be making the internals of the castle, but I'm busy doing the facial poses at the moment.

     

     

    Hi Ken

     

    Do you wish to keep modeling that interior castle set ?

     

    If not , I suggest to make a team for that ;

    -find a guys who will put models together ( from a topview plan design )

    -using models from set modelers interested in that task

     

    -You can supervise and tweak final result if you wish ?

    -so a light guy can take it to play

     

    This discussion will be pursued in the tin man castle thread

     

    http://www.hash.com/forums/index.php?showtopic=19942

     

    later and thank :)

    Al

  18. Hi

     

    Chris, Where are you with that nimmie house ?

    Are you still working on it ?

    Doing a proxie set or the real ?

    Do you need help ?

     

    not much news on that thread...

     

    thanks

    Al

  19. Hi guys

    I'm back again !:)

    Martin ask me to look at the set department.

     

    Is someone can give me a quick list of the sets needed with priority ?

    Who have what in progress

    Which sets are already in proxies ?

     

    NB:I'm not updated with the latest SVN but will be soon.

     

    Those who are interested in that please put your name into that thread

    with your wishes I'll try to coordinate .

     

    later

    :)

    Al

  20. LOL I thought it was funny how the hat tapered up from a small base. Almost like a steam engine stack. But it's your preference that counts.

     

    Well, not really my preference,;)... just find the strap attach strangely on the smaller base hat ...doesn't look natural...

    PS: the "body armor" I've added doesn't need to be in metal, it can be leather and the ear plate on the hat is just a suggest, maybe it can be tested if it look good or not ?

     

    Thanks

    Al

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