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Hash, Inc. - Animation:Master

entity

*A:M User*
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Posts posted by entity

  1. Yes Ken, I'm using IK with foot/thigh targets. I didn't want him to lift his legs too high... he's almost dragging his feet.

    Each step slopes in long- out short... so his walk looks more laborious for him. I gave him the "jerky" shoulder movement, because it makes him look like he has a chip on his shoulder or is angry about something.

    I tried making him collapse onto the cube, it looked good, but it's not what I wanted, so I toned it down a lot and added the forearms/hands thrusting down after he sits to show frustration.

    I plan to have him put his hands up, with his elbows on his knees, and then rest his face in his hands. Then he will take a long deep breath and sigh.

     

    Anger--> frustration--> sadness/depression

     

    Thanks for your help!

     

    *EDIT:

    Forgot spellcheck!

  2. I fixed some of the keys and went through and deleted a bucket load of unnecessary keys and got it down to the basic blocked motion. NOW He doesn't look like he is stabilized. HE LOOKS DRUNK!! It's soooo funny. :lol: But it's better than the last one. I'm going to work on smoothing that out next... and then the hands & fingers.

     

    Thanks for any comments.

    Dtest1Lg.mov

  3. What happened to the hairline?? Is the hair map still applied? The hair length map was there to only have hair starting at the hairline... or are you going to apply a new hairmap? Without the hair map in place his hairline will include the whole area I selected for the hair group.

    If you already know this... ignore my comment.

     

    Thanks for your replies to everyone... I'm still working on my animation skills. ;)

  4. I made a proxie model with all the bones and poses included, so you can animate the basic structure with the proxie and then load the action with your GenMan to animate the details.

    Mainly I did this because it's hard to see movements with the character visible, so if I have a proxie I can see the movements better with the basic shapes... kinda like sketching before cleaning up and adding detail. It's not a "new" idea, but it might be nice to have to test drive the rig I made.

     

    Here is the GenManProxie.zip (261 KB):

    GenManProxie.zip

  5. Hey,

    I upgraded the Generic Man I was planning to submit for the additional 2005 CD. I didn't make it to the CD, but you can get it here in a zip file (12.5MB).

    It has a Phoneme chart and a text document explaining some info about what to do with him.

     

    :::::::::::::

    The Text messege reads:

    GENMAN:

    Built in Animation:Master v-11.1d

    -----------------------

    Modeling:

    I modeled him to be as small in patches as I could, but still trying to maintain some musculature and definition. Most heavy patches are in the head and hands.

    ----------------------

    Decaling:

    I provided photoshop documents with layers and alpha so that you can just start painting him without having to re-decal. I did miss a few patches in the mouth, but didn't see that as much of a problem because the roof of the mouth is rarely seen. Feel free to redecal those patches if you must. The texture maps are 1000x1000.

    --------------------

    Posesliders:

    Full phonemes are here, some facial motion also(eye upper and lower lids, smile, cheek puff, brows + more... everything has left and right controlls. EVEN PUPILS dialate!)

    __

    Detail how to set for animation in action or chor:

    In the properties panel:

    ** RIG folder->Setup folder->JeffLew Rig Setup/IK Arms Setup/IK Legs Setup--all should be turned on.

     

    **Jaw-- Jaw hindge--the jaw has a parent bone that can become a secondary pivot point if you wanted to move the jaw forward or back more (like to jutt the jaw)... the pose on will create a constraint to keep you from moving it too far. You can enable this but it is not necessery.

     

    **Hands-- Same as with 2001 rig... except left hand thumb not posed correctly.

     

    **LeftHAND and RightHAND locks-- no pose there... just left it there in case I needed a pose there. I don't have targets for the hands/arms since the rig for the arms and torso/head follow the basic bones of the JeffLew rig available on his DVD site.

     

    **Turn all of the joint smoothing poses... it controls the fan bones

     

    **Under Phonemes you have LipSync (Phonemes) and facial-X (eyes,brows,nose,cheeks) and body tweeks (breathing).

     

    ---

    Flatten4Decaling--in case you need to re-decal anything I made a pose to flatten out each part for decaling in an action!

    _____________________________________________

    Model comes with porcelain skin applied. Head hair and eyelashes already combed +colored. You can change the color under "Surface" in the Hair emitter properties.

     

    I suggest you look at the various fan bones and extra muscle bones in the model to get a feel for what they do to move the skin, in case you wish to put armor on him. Look at the relationships that smooth the joints to learn more.

    The shoulders MOVE the shoulders... this was necessary in a human character. There is a constraint on the shoulders to keep them from moving too far... which makes the shoulder look dislocated during animation... I have it constrained a little too tight... you may find it better to allow the shoulders to be more flexible.

     

    That's all I could think of to tell you about this character. The rest is up to you.

     

    Entity (Rich Jackson)

    :::::::::::::::::::::::::::::::::::::::

    EDIT(10/11/06):

    Here is the link:

    GenMan.zip

     

    The above link has not been updated yet...coming soon!

  6. You're WWW link is broken, is that supposed to be so? Wanted to check out your site but got Comcast not found site page.

     

    Sorry, I dismantled the site. Wanted to make way for new work. The work there is like 3 to 4 years old! I guess I should at least put up an "under construction" page or something. I'll put it back up for now. And as far as that Generic man... Thanx for the compliments and he's been upgraded... I'll replace the old file with a new one (when I get time) with all the phonemes/ facial sliders (he is all textured and I will provide placeholder maps and a small txt file containing some instructions & info.). Sorry I didn't finish him in time for the 2005 additional CD's.

     

    I'm not a great animator (probably because I'm really bad at acting)... trying to work through it. Maybe with all your help, hashers, I can become a good animator... trying to break bad habbits and OPEN my eyes to see better... I get so bogged down with all those keys, it becomes unclear after looking at it soooo much.

  7. FORCES!!!!!!!!!!!!!!

    The vehicle could have forces translated to it... and I'd use forces that slightly sway or rock with the rythm of ocean waves... that would make the hose react as if under water.

  8. agep:

    What was the render time?

     

    *450 frames at ~43 seconds each at 640x480 and multipass set to 9[3x3] passes, also reflections= on and 3 lights. With hair it would be about 1:20-1:40. I'll do one with hair next time around to see what is added.

     

    Fishman:

    it is too slow. Almost excruciatingly slow. I think that if you sped it up some that would help. Also, it seems to be segmented, if you know what I mean. He sits and then he starts to raise himself up to full position. That should flow better. Before his behind hits the cube he should start straightening up.

     

    *That slowness is bothering me too... I moved the keyframes around so much I became very afraid to touch it again, so I posted here to see if anyone would see what my "cross eyes" are not seeing there.

     

    robcat2075:

    There are a lot of issues about how he's carrying his weight and how some parts of his body react/don't react to his larger movements that keep him from appearing consistently natural.

     

    *You are dead right on that!! Sometimes when your blocking and you start to get to the detail and things get too cluttered you delete or change the values of some keys, you get lost in trying to simplifie the movements again, but it seems I lost too much when I did this.

     

    pixelmech:

      The movements themselves seem very well thought out. The timing of them is very odd though - there are subtle speed changes and it as a whole seems slow. And yet as I said the movements themselves - what he does with his body - seam dead on. If you meant the speed the be that way then maybe I missed that

     

    *For the movements, I acted it out first, and did it several times as I was blocking it out. The timing is the hard part for me. Subtle speed changes came about when I was moving the keyframes around like crazy... :blink: ... I wanted him to be depressed and sad. His slowness is not conveing that though. Time to look at a movie with a depressed person in it, because my imagination is at a loss.

     

    Thankyou...

    will check back when I have something more to crit!

  9. Hi splinesmen,

    Haven't posted in a while... But I'm working hard.

     

    Here is a test of a character walking and sitting on a cube. The dynamic movements I seem to be having a problem with I may post a question about if I can't figure it out.

    anyway...

     

    depress5.mov

     

    The quicktime movie is 1.29 MB.

     

    I know I went too far by doing a final render, but I needed to test the low rez textures... to see how they measure up. I rendered him without his hair to look at the rendertimes of the textures. I saved max rez textures at 4000x and med rez textures at 2000x and low rez textures are about 1000x.

     

    Tell me what you think... even if you don't have a crit.

  10. I think it would be nice to have the brows move and then the mouth follow a few frames later. That would make it less mechanically moved looking. Break up the movements a little... maybe have one brow move slower than the other. His eyes look like they could squint a little more.

     

    Just some suggestions. It's good so far... just needs a little more character.

  11. the 14th--WET! :)

    the 21st-- DRY!! <_>

     

    I'll take the 14th then as long as it's saturday... but someone that I work with has decided to have his hernia operated on and so this meeting happens to fall on a time when they will be draining me of my lifeforce at work, because I will be compensating for the sick co-worker. I will try to be there... at least in a zombie-like trance- in the back of the room, facing the ceiling, sleeping with my eyes wide open. You may have to administer some coffee to get a reaction out of me! But I will try my DARNDEST to be there. :unsure:

     

    I would like to get Vern and Don to show me how to use the mini notebook keyboard again, too. :blink:

     

    ...and my human character has smaller maps and a simpler mesh. :P

     

    John said:

    Not that is a big deal but StarWars Episode III comes out on the 19th and

    ME TOO!! I will be in the theater drooling over the special effects... chanting I.L.M--I.L.M---LUCUSFILM!!!!! HURRAAAAAHHHHHHH!!!!!!!!!!

     

    Should I bring anything, besides my other "personality" (you know... the one that can't drink beer during daylight hours) :unsure: ?

  12. I use multipass and a shaking action to vibrate the cloud model. It's my method of getting that fluffy feeling for clouds.

     

    I love the clouds. You got me thinking. I guess , I could also use a displacement map that changes depth/ or is animated over the multipass subframe time it would have the same effect-- except being much harder to make. I think for the amount of work, your solution is FANTASTIC! But for the style that I want, you helped me solve my "cloud" problem. THANX!

  13. Looks good so far. Very entertaining... and it reads well, to me. I think it would be funny if the white robot flinches when green snaps his arm out to point. That could drive home the fact that white is being yelled at or commanded to "MOVE". Just a suggestion... it already reads well.

  14. Color=too dark- Let some air in there... you could reverse-out the type?

     

    design=

    I like the v6 one, because it's simple and looks clean/neat. the box with your name should overlap the secondery info. Only one thing... visual tention makes me want to look at the borders more than the info-- when you overlap a box- overlap the corner so you have two sides of the overlapped box connecting to the full box shape. Boxes and lines only when they aren't parralel with the boxes sides... makes you focus on the box rather than the info...

     

    Just some advice from someone who looks at ads all day at work.

  15. If this was the first pass on this animation then I'd say it will look even better when the limbs don't pop.

     

    It is one action from begining to end. The pop is intentional... you have to understand that I walked my own body through the motions, because I didn't have anyone to model for me, so I could be embelishing a little bit. But that is what animation is about isn't it? Animators have been known to do that-- Remember Spiderman-- there is a lot of motion sweetening to clearify the motion/movements of the characters, and since I'm going for a comic book-stylized 3d approach I think IMO it fits. Actualy the character does a skip- then starts off running with his right leg.

    I agree about the belt buckles and secondary motion. Since I simulated the dynamic bones There are now channels there I can edit.

     

    Thankyou for replying.

    I will be posting changes soon.

  16. Hi Hashers and Spline-folk,

    I was at a loss when it came to coming up with an idea to animate, so I just wrote some action words on pieces of paper and put them in a can, then blindly picked out three. Words for basic actions in threes almost make a nice little scene. (Hopefully, the words you pick will align in context like mine.) It's a good way to flex your animation muscles, by playing this game with yourself.

    Well, have fun!

    Afraid21Lg.mov

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