sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

johnnysway

*A:M User*
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    Long Beach, CA

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  1. I feel that the grip part of it is a little thin. I think if you fattened it up a little and rounded it off it would be more comfortable for the hand. Cool design though!
  2. I see. Well it is still pretty darn cool and better than anything I can do. Can't wait to see what your finished work looks like. Have a good one. And excuse my comments, I din't know it wasn't really for critiquing the animation.
  3. I think the back foot on the run cycle snaps up abruptly at the end. Kinda whips up slightly before it continues back forward. I think that it is the same thing that bothered me when you first posted this animation. Might be the same thing happening in the arms too. Also, there is a noticeable jerky transition from the run into when she starts to jump toward the pole. Not sure how you are doing it, but are you animating this straight forward in a choreography, or are you animating with multiple action files blending together? I think that the transition could be a little smoother. Just my 2 cents. --Jonathan
  4. I guess I just have a bad eye for this stuff, but it just looks like his mouth moves way too much when he is speaking. But, I'm just sayin. Oh and, by the way, is kid supposed to be a term of endearment?
  5. I think what bugs me is that it seems that during little slight pauses between words, you have the mouth shape go back to a neutral pose. Is that right? It just seems that there is an awful lot of movement in parts where there shouldn't be. Maybe if you hold the mouth open and have it slowly go to the next phoneme pose instead of it quickly going back to the neutral pose and quickly to the next mouth shape real fast. I don't know if that is the problem that I am seeing, but it sure was a problem that I had when first doing lip-syncing...too much cnappy movements that weren't necessary. Anyways, maybe there is another way to fix it, but I think it is obvious that there are points in there where the mouth moves too much and isn't as fluid as it could be. Just my 2 cents. Looking good though, like the overall body movement. --Jonathan
  6. Very nice model so far! Reminds me of Dobi the house elf from the Harry Potter books and movies.
  7. What was that? Where did you come up with that? You people are crazy!
  8. Cool stuff done in there with A:M. Could you just tighten up the editing? It is way too drawn out and I couldn't even watch the whole thing. Just my thought.
  9. I feel like the arm that is in the back always snaps a little too much when it changes its sway back to the front. It might be just in the character's right arm too, but it just moves too far over a couple frames making his arms swing not so smooth. Just what jumped out at me. Fun project though!
  10. That looks a lot better, you could probably even lose more. I did the same thing when I was first modeling in A:M. When modeling with polygons you would want all that geometry, but with splines you can have a smooth surface with less geometry. Unless, of course, youve got a model that requires lots of detail. Keep the updates coming!
  11. Looking good so far. Just a suggestion and not a big deal, but you could lose a lot of your horizontal cross patches to optimize your patch count. A lot of them are not needed since the pant legs are pretty straight. You could lose a lot of them that re between the ankle and the knee and the knee and the pelvic area. Just my two cents, won't make that much of a difference, just makes things slightly easier. Anyways, best of luck with your project!
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