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Hash, Inc. - Animation:Master

MiddleKid

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Posts posted by MiddleKid

  1. Sweet... Major kudos to the guys building the rig, especially David. He's been working is @ss off on this thing for quite a while.

     

    The few times (the last was a few months ago, I believe) I've played with the rig I was really impressed. It's an incredibly advanced rig without being incredibly hard to use... Not an easy balance to strike.

     

    Can't wait to see the finished product!

  2. 1) Personally, I have no idea, but I think it's been done before.

     

    2) Ditto - 5x5 gives you smooth shadows and almost perfect anti-aliasing. Though the new "soften" option in v12 might get you the same results at less than 5x5.

     

    Of course, the regular A-Buffer renderer is fine for most things. In my experience, multipass gives you much nicer ray-traced shadows and motion blur, but takes much longer. If you haven't already, you might want to do some side-by-side comparisons and see if multipass is worth the extra time.

     

    3) If you have enough space and CPU power, render and edit at the highest resolution you think will be used. You can always shrink it later. At work we experimented with "up-rezing" old footage to HD... Looked like crap next to actual HD footage.

     

    Presets for 1080i and 720p are already in the render panel.

     

    Also, to save time animate and render at 24 fps then use FinalCut or AfterEffects to do a 3:2 pulldown. It looks just as good and can save you tons of time and disk space on large projects.

  3. Hey Jamagica...

     

    Nothing worth posting lately, sorry to dissapoint. I've been insanely busy with paying gigs and the last thing I've wanted to do in my free time is to stare at a computer. I did some minor things a few weekends ago... Mostly experimenting with rigging Clay's face... I'll post some tests once I'm happy with it but that's probably a few months down the road.

     

    Thanks for your interest!

  4. Very nice Victor! The timing and weight feel great now! If I were being nit-picky (and for some reason all of us animators are nit-picky) I'd say that your little dude could hit with just a tad more force when he falls back down on the planet. But I think that's more of a personal preference than a real issue. So, if you're happy with it... move on and show us the next shot. :) C'mon man... you know you want to.

  5. This has probably been mentioned but I didn't bother going back through all 10 pages... Truly great modeling but those white, zombie eyes just ruin it for me. I know you've got a killer eyeball model laying around, Colin. Throw 'em in there and give the guy some soul. :)

  6. The only thing that I notice is when he's flipped up & off of the planet... it doesn't feel right to me... hmmm.

    Sigh. Yeah, I see this now that I've posted it for everyone to see. Funny how that works. I'll play with the timing and spacing on this, and I may end up reversing the direction of his flip.

     

    "Don't go chaaangin'.... just to try and please me." :lol:

     

    I'm with Ken on this one. I really like the reverse spin after he lets go of the planet. It's got a great 'toony' feel to it and it's a good contrast to the preceding action. Perhaps if the planet were spinning a bit faster and, after his butt and legs leave the surface, he held on just a frame or two longer to get the energy needed for that final flip.

     

    Perhaps, perhaps, perrrrr... haps.

     

    So many obscure song references. So little time. :rolleyes:

  7. Very nice Victor!

     

    The only thing that I notice is when he's flipped up & off of the planet... it doesn't feel right to me... hmmm.

     

    I'm not entirely sure of the reason but it doesn't look like there's enough energy at the end of the spin to throw the little guy up that high. Perhaps the planet slows it's spin a little too quickly after he lets go?

     

    (watches about 20 more times)

     

    Ahh... The little guy's butt leaves the planet appropriately but that big head of his feels a little sluggish. Perhaps that's what is making it seem a bit off.

     

    The facial expressions are great! That's no small feat with those black beady-eyes! And it's so cool to see your film coming together. I don't know how you find the time.

     

    Also, care to share any tips on your rigging? I'm rigging my lead character now and I'm having trouble coming up with a good squashy-stretchy solution.

  8. Ahh... Thanks Wegg! I was planning on getting either a faster CPU or another render slave. I think I'll go for the new CPU since Colin has so graciously offered up his slaves.

     

    I have to admit, the more I play with materials, the more impressed I am. I still feel like I have more control over things in Maya's hypershade... but Maya sucks at everything else. :lol:

     

    It seems to me like materials involving bump or displacement are the real time-munchers. The textures I'm building now are a lot like your reptile skin.... A perlin, a few layers of CellTurb... good times, good times...

     

    Dear god! I just realized it's 2:30! No wonder I'm rambling.

     

    G'night!

  9. Really? It's not paging out to the HD during rendering.

     

    You're right... no money right now. But, we were going to set aside money for an XBox. I suppose I really don't need to play Halo2 that bad. :rolleyes:

     

    -- edit --

     

    Oooh... Just visited Newegg... They've got two 512Mb sticks from Mushkin on sale for $136. Mighty, mighty tempting!

  10. Kinda off topic, but...

     

    Wegg, what sort of render-time increases do your procedurals usually incur? I ask because I'm doing a ton of stuff with procedural textures right now and it seems like they just eat my CPU for lunch... and then spit it out 20 minutes later.

     

    I'm not doing anything uber-complex either. Mainly gradients with a CellTurb.

     

    (crap.. the right arm just fell off of my chair.)

     

    Anyway, just trying to figure out if there's a way to optimize these boogers or am I just going to have to do my best with texture maps?

     

    Thanks!

     

    Oh yeah, my specs: AthlonXP 1.8 GHz. 512Mb RAM. The "Toys" project renders at about 55 seconds per frame.

  11. Well... I tried using a couple of different terrain generators (the kind that build a terrain based on a grayscale image) but I couldn't get the smooth, organic contours I wanted. So, I took the image I created for the terrain generators, placed it as a rotoscope, and just modeled it by hand. The modeling is quite ugly really... Lots of five-points and hooks in the areas that the camera doesn't get close to.

     

    The rippling in the crevasses is a big bump map I painted in photoshop (about 1300x800, I think) and there are a couple of procedural textures for more bumpiness and color. Oh, and an edge gradient to help define those hilltops. Since I plan on rendering this at a pretty high resolution, I'll be adding a bit more detail soon.

     

    Didn't mean to come across too sarcastic before.... It's way past my bedtime. ;)

  12. Thanks... I, uh, modeled them... :huh: Also, learning to use materials well is a huge help.

     

    Getting the numbers up top is easy. Just open your libraries, go to the Post Effects tab and drag "Frame Burn" on to the camera you'd like add the numbers to.

  13. William:

    This is indeed a microscopic world. I'm not trying to mimic the look of an electron-microscope but I am trying to give that impression. Any suggestions? Oh... I wonder if there's enough of us in Atlanta to warrant another meeting. The two that I made it to were great!

     

    John:

    Good eye! Actually, there aren't any five-pointers in the whole scene. In the process of copying, pasting and deforming the structures, some of the textures have gotten spun around, so they no longer tile properly. I've got to go through manually and fix them. :angry: Of course, there are other little things to fix too... Some of the things penetrate the floor, etc... Why, oh why, do I have to be such a perfectionist?

     

    MATrickz:

    The eyes in I-Robot? Thanks! Though I don't think the movie itself is all that great, it's totally amazing when in comes to the robot's facial animation. The "Bone Forest" scene is actually one of the smaller scenes. :blink: At full resolution (1280x720) and 25 passes for smooth mo-blur... I'm getting about 20 minutes per frame on my 1.8 GHz Athlon.

     

    robcat:

    Very, very good points! You're right, the camera isn't banking much at all. I've got the camera roll constrained to a null so I can animate it manually, but I'm still hoping I can figure out a way to automate it.... Though that comment about Indiana Jones gives me a great idea... maybe I should just animate it manually. Hmmm....

     

    Hey... you just gave me another great idea! You mentioned that the root thingies should change as we get closer to the hole... Well, I was going to a bit of that anyway, with texturing and whatnot, but... The should get more and more twisted and gnarled the closer we get too.... Ooooh... that would be good! :) Thanks robcat!

     

    Dearmad:

    The faith is alive my man! This is one of those I-Can't-Not-Make-It projects. If I let it die I'll never be able to live with myself. Dysthymia is now in it's fifth year of production! I actually got a good bit of it done (about 15% or so) several years ago, but it just wasn't good enough. So, I scrapped it all and chalked it up as "proof of concept".

     

    jamagica:

    Good idea with the camera tilt. I think it would work if I did an extreme tilt just before it shoots through the hole. There's a thick layer of clouds to go through after that, so spinning around a couple of times could done easily and might add some drama.

     

    Parlo:

    Parallax.... hmmm... I think I might try that out. In these establishing shots, I'm treating the camera as if it were on some sort of theme park ride since I don't want it to exhibit too much 'character' of its own. Since parallax would involve the camera looking left or right during its travels, I wonder if that might break the feel I'm looking for. I'll give it a try though...

     

     

    Thank you all for your comments! You've given me some great ideas on improving my work! The second section is uploading as I type!

  14. Holy Crap! Finally, I've got some video to show! It's a preliminary render (480x270, 4 passes) but it gives a really good idea of where I'm headed:

     

    http://www.jgriffin.org/dysthymia/HashPics/FlyThruFour_A.mov

     

    Sorry for the crappy quality but I've got to keep the size down for all my dial-up brothas out there!

     

    This is the first chunk of the teaser I was hoping to release by the end of this year (yeah, right)... I'm shooting for the end of January now... :D It's our first peek into Clay's world and this particular section has been dubbed "The Bone Forest". It's a fairly graceful and, hopefully, dramatic fly-thru before we descend into the canyons and then down into the abyss where Clay resides.

     

    As far as I'm concerned, nothing is final until I hit 'render' so, if there are any suggestions, comments or critiques on anything at all... Let 'em fly! (and feel free to be brutal if you must... I got no problems handling other's opinions)

     

    I'll post the other two sections, "Canyons" and "Abyss" as soon as they're done rendering... looks like I've got about 36 hours left.

  15. Nice! And while we're on the subject, here are two that Pixar did. You know, those guys that use that other 3D app....

    Heh... Yeah, the "hire a bunch of programmers to build it for you" package. :lol:

     

    I guess I'll just have to settle for what my measly $300 can buy me... (that's sarcasm guys)

  16. boy... this thread brings back some memories.

     

    http://www.jgriffin.org/animation/iHopSmall.mov

     

    I made this on a PowerBook G4 several years ago. I didn't model nearly as much detail as you two have done as I just wanted a simple model to animate.

     

    The G5 is looking really nice! You might want to try giving the Mac something to reflect, to give it that super-slick Apple marketing look. I've gotten good results in the past by using some big, white planes set to 100% ambience... I suppose a reflection map would render faster though.

     

    Later,

     

    J

  17. Well... I'm not sure if we need a forum specifically for critiques... but I voted for one anyway. :) As was stated earlier, I've been a bit disappointed with the critiques (or lack thereof) on some of my work... I think that most people are either too scared to offer their honest opinions or just think they don't have anything to offer. So, a forum that's for serious critiques would let everyone know what's expected.

     

    So... If we get this new forum, can I move my Dysthymia thread? :lol:

     

    -edit-

     

    Heh... I just read about Vern's art teacher... I think everyone should study under a tough teacher at least once, if for no other reason than to toughen you up. Sometimes I get really harsh critiques at work. I'm now soooo glad that I had a professor that prepared me for it.

  18. It's just hard to put 100% into Maya when I have A:M sitting here saying 'use me- use me...I'm easier!'

    I'd have to agree with Rodney on this one. If your boss/company is going to pay for the time you spend learning Maya - go for it! It's always to your advantage to know how to use different tools. Unless of course, you plan on staying in your current job until retirement. If not, you'll instantly become more marketable by having another trick up your sleeve.

     

    A:M totally kicks ass in some respects, not so much in others. Maya's the same way. After some time you might even start see how the two programs can complement each other.

     

    Also, Maya is a very different animal and for a single individual to learn everything about it is pretty freakin' hard. Focus on one or two things that apply directly to your work and get a feel for things that way.

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