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cory

*A:M User*
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Posts posted by cory

  1. Very cool stuff Cory!

     

     

    May I ask how you created your (awesome) patent pending Super Lo Proxies™? I've been wanting to do something like that for quite a while....

    Thanks,

    Josh

     

    Yes you may,

     

    It's a fairly straightforward process wherein I load the original model, save it undr a different name, then start with a 4 point circle and extrude away, matching the shape as I go. As I get parts made, I delete the points from the orignal model. When I get all the parts done, I chase down the geometry bones and assign the proper cps. Well I suppose seeing it written down, it looks like it would be quite time consuming, but it's really not. Maybe an hour to do the two in the above shot. They really are a lifesaver in my case, as I couldn't work on TWO if I didn't use them. They realtime so fast, it's almost, uhh...realtime. Seriously though, it's much easier to judge timing with these without so many renders, just press the play button. Needless to say my animating machine is not so illustrious, so if you have a bit faster machine, they may not be necessary.

     

    "Awesome" may be a little bit of a stretch....:) but I'm glad someone out there appreciates them.

     

    Cory

     

     

    Right on, Cory! I'm glad to see that you're animating again.

     

    Extend the length of this shot by about a second. Just add it to on to the end of the frame range to give Woot time to "settle" into that final pose a little more.

     

    I'm sorry you had to replace your whole SVN directory; I wish I knew what the problem was but at least you're going again.

     

    Let me know when you've lengthened this shot and committed it. I'll run it through the render farm and see how it looks.

     

    Rhett

    Rhett,

     

    Sorry it's taking so long, but things have been crazy at work, since I got back from vacation three weeks ago. I hate it when they expect me to work at work. It leaves little time for animating at work.:) But anyway, I added 15 frames to the shot, and will update SVN asap, I'll be sure to change the log in Dot Project when I do. BTW, the finger controls (hand gizmo to be specific) have quit working in both Tin Servant and Woot proxies. Is this due to an update in the models maybe? Has anyone else come across this? I hate to update the chor without the fingers working. Should I go ahead and update, or wait til I get the fingers done?

     

    Cory

  2. Hi Martin, I'm back!

     

    I finally got my svn problems partially solved by deleting everything and checking out anew. It was a pain, but it got me going again. So here is my first night's pass at 1_03_05....I'm still working on it, and it features my patent pending Super Lo Proxies, but you can get the drift....

     

    [attachmentid=19861]

     

    Cory

    1_03_05_take.mov

  3. Read the "SVN Commit Fail" thread by racreel just a few lines down from this one: does that help?

     

    Okay, sounds really similar. I'll try de-grading SVN when I get home.

     

    Cory

     

    Cory,

    Are you talking about 1 file only or a bunch of them?

     

    To isolate the problem try one small file (a material perhaps).

    Then work your way up.

    If its one particular file I'm sure Noel/WillP and crew will be able to troubleshoot you from there.

     

    I'm about to commit something to SVN on my end for the first time.

    Wish me luck!

     

    It seems to download files I don't have locally fine. But if it has to update a file already here, it starts the funny business. That seems to be the root of the problem.

     

    Good luck!!!

     

    Cory

  4. It seems anytime I try to update any file thru SVn, it downloads 99% of what is needed then just freezes. This leads to the files showing as conflicted or needing clean up. I try the clean up command to no avail.... IS this happening to anyone else? I'm a super non technical person and this is killing me. Everything blazes along at 50k per sec or so, and then it drops to zero and stays there. I finally have to end task to get the window to go away. Should I delete all the files and start over? Help meeee.........

     

    Cory

  5. KenH I had some major mistakes in the lip sync so I have fixed it and reduced the mouth closing like you suggested and I like it alot better now. I started facial of servant as tried but this camera angle does not shot it very well. I well do more facial tonight and hand/arm acting for tinwoodsman stand by for another update LATE tonight.

     

    I'd have the Tinservant's left arm extending back behind his body as to balance out his pose. Right now it looks like he's trying to catch something in it.

     

    Cory

  6. Wow! I love it!

     

    The little hat flip up at the beginning automagically ties right into the little hat flip forward I did in one of the scenes from 39 to 42. Could there be a little ESPN involved here.....hmmmm, spooky :)

     

    Cory

  7. This is like my 10th try. I've exaggerated the move, added more arcs. I'm pretty sure I'm overlooking some things.

     

    Thanks David for fixing the wrist.

    I like it Dhar,

    My opinion, I know everyone here will laugh, I think both hands up, but not as far up as the hand is now, palms up like now, only not as severe an angle, with fingers stretched out to the point of bending backwards. The wrist should flip from face in to face out in a circular motion as he bring his hands up. I could make some sketches if you want.

     

    Cory

  8. With a baseball pitch, the weight is balanced by the leg sticking out at the back. You either need to do that or something else to balance the weight. As he is now, he should topple forward into the door. :D

    Oh yeah, well maybe Woot's feet magically grow to support his weight no matter how far he leans over. So there..

    :lol:

    I'm just kidding! Actually I have "gone back to the drawing board " as they say. I'm re doing the poses now. (and having some success!)

     

    Cory

  9. Cory, all I can say is kudos to you for listening to me say "yes um, yes um, yes um" over and over and over again! Keep up the good work! :)

    Thanks, I may never be the same after this experience. I hear "yes...ummm" in my sleep now!

     

    Cory

  10. Cory,

     

    I lowered the pitch of the thud portion of the footsteps without preserving their duration, which blends them together a little and, I think, makes the rhythm of the initial steps less obvious. I also reduced the volume of the first thuds.

    Bug Voice, Steps & Music (H.264--2.06MB)

     

    I don't know what sample rate you prefer so I've again included uncompressed 44.1 kHz and 48 kHz files:

    Audio Track (44.1 kHz--3.61MB)

    Audio Track (48 kHz--3.9MB)

     

    Curtis

    Curtis,

    Very nice! 44.1 will be ample for me. I thank you immensly for the help. I'll rip one off the HAsh in th emorning.

     

    Cory

  11. I put my hat on and acted out this scene.

     

    My only "non professional" comment would be that both hand/arm motions are very "synchronized".

     

    I would love to see the left hand/arm come more slightly after the hat tip. Enough to break up the synch of the two motions a little more. Just a thought.

     

    p.s. Put on a hat and try it! And say: "... yes, um... yes, um" over and over and over till the neighbors call the police... but you probably already have done this I'm sure... except for the police and the neighbors.

     

    -vern

    Vern,

    Yep, I'm still tackling the left arm there. You should video tape yourself saying "yes...umm" over and over and post it here for me. Edit out the part where the police burst in though. I might could use the reference :)

     

    Cory

     

    I'm revamping the scene, trying to make it more natural. I'm still deciding waht to do with the left hand, but I added the hat tip back in...

     

    [attachmentid=18101]

     

    Cory

     

    Hi Cory

     

    I think what may be making it look a little unnatural is he leans forward and extends his arms all the way out. Normally you would lean back a little when you put your arms out like that to keep your balance.

     

     

    David

    David,

     

    Yeah, it's supposed to be like a pitch, you know , like throwing a ball. I guess I'm going to have to take a different approach though. I want energy and excitement because it is a child, so I wanted a bit of exaggeration, but I think the length of the shot is too short to fit in what I envisioned. First the pitch, then recoil with arms pointing up and out, then the hat trick, and finally a rest to pad for the next shot. I'm overreaching I think. I may end up with a single arm motion, I dunno yet. Thanks for the advice.

     

    Cory

  12. Cory,

     

    I hear sort of a "shave and a haircut" kind of rhythm to the first stomps before the bug raises himself. I think it detracts from the sinister nature of the clip. I could add a little more base to the thump portion of the steps and lower the volume even more before he puts his full weight on his legs. It might blur the effect somewhat.

     

    Curtis

    Curtis,

    Sorry I have not posted a reply sooner, I've been kinda snowed under. I'm downloadding the files now, and I'll post again tonight. I'm sure they will sound great! Now, I gotta go to bed.....zzz...zzzz.

     

    Cory

  13. Ooops, forgot to sign in!

     

    Thanks everyone for the comments. I assure you I will be thinking of them as I go back and start tweaking and re tweaking. This is true for all of these threads I've started :)

     

    Cory

  14. Are you using the eyeaim bone? You could constrain that to a null and move the null if you wanted to keep the movement seperate.

     

    Good idea. It does move independently. But because the eye aimer bone is above the head, the character doesn't look at the null. It's also very sensitive. There's already a null target built into the rig for aiming the eye (it's turned off by default....under the FACE sliders) and I believe it should work that way.

     

    You can move the eyeaim bone wherever you want. I think theose little nulls under the FACE sliders is for aiming the eyes with the face camera on. I thought the same thing when I found it, my it's hard to see :)

     

    Cory

  15. That one is much better. It look like the eyes and the head are turning at the same time. I thought that the eyes should move before the head. Am I wrong? Sorry if this sounded like a stupid question :).

     

    Yes. I kind of miss the ability to move the eyes independently of the head. So, when ever I move the head, the eyes move to.....and I have to move the eyes to compensate for the head move. Which is very hard to get exactly right.

    Are you using the eyeaim bone? You could constrain that to a null and move the null if you wanted to keep the movement seperate.

  16. Good point Mike. I've got a few drifters in the brows in this one. I'll correct them.

     

    Cory....the idea is he's looking at woot first and then sees woots face and shockingly looks at tinman. I think it's an illusion that he's looking at the camera, but I'll push his eyes abit further right so it's less noticable. Thanks for the comments.

    Also, sure I can do some of the facial stuff on your shots. You get practicing on the face rig though. Do you have a preference as to which shots I do?

     

    ....Generally though, I think it's a good idea that the face and body are done by the same person at similar times. It may be hard to know what you were thinking of with the body actions.....ie you may forget or I may have a different impression of those actions.

     

    Edit: Here's the tweaked version.

     

    Much better! A couple of observations:On the first head turn, you might want to add a couple of frames of overshoot, then settle. Maybe a little more anticipation on the second head turn, since it is pretty violent. Let the shoulders or upper back lead the arm int he second turn, and then let the arm go past the upper back rotation at the end.

     

    I appreciate what you are saying about the face animation. I feel if you have someone who is good at it, it probably would look better having seperate animators than if you have somone who does the body shot but is not very proficient at face animation. If that makes sense. But alas, I must learn the interface so I'll get to it. How about this, grab 1_02_38, the shot where Tinservant pops out and Woot steps back. Throw a suprised look on Woot's face and send it back to SVN(the lip synch is already done). I'll get it and study what you have done in the action and maybe I'll get some ideas how to work with it. Does that sound reasonable? Meanwhile, tonight I'll dive into it some more, maybe I can get a handle on it.

     

    Cory

  17. Here's the squashing version. Apart from the twist in the wrist, I'm pretty happy with this one.

    Ken,

     

    I like it a lot! Maybe the eyes shouldn't look directly at the camera though. Maybe have them looking a little stage right, then lead into the head turn with them?

     

    Cory

     

    Here's the squashing version. Apart from the twist in the wrist, I'm pretty happy with this one.

     

    Me again,

     

    I really like the facial animation in all of your WIPs. Maybe if you ran out of assignments while Rhett is gone, you could give some face animation in some of my shots? You really seem to have a handle on it.

     

    Cory

  18. That's your best one yet. The only thing that bothers me is his first two fingers are very straight about half way through the clip. Other than that, nice job.

     

    PS You might want to update your Woot model. He now has realtime irises.

    He's picking at nonexistent lint. I need to accentuate the plucking motion, and maybe a little toss outward.

     

    Thanks,

     

    Cory

     

    just thought a bit more about the ending pose - perhaps the expression on woot's face should be more of a comically obvious sheepish grin to indicate the fibbing? these are toons ya know...

    My thoughts exactly, I was working my way toward that end. I'm trying out the FACE features slowly, trying to get a handle on them. You can see my attempt at the end, it still needs some work. :)

    Eyes higher, got it!

    Thanks,

    Cory

     

    (This has become fun, hasn't it?)

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