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Hash, Inc. - Animation:Master

entity

*A:M User*
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Posts posted by entity

  1. you know what would be effective here is if when Yoop nudges Tingirl she pushes into Tinowl who pushes into strawbwear who pushes into greenmonkey causing a chain of nudges and it will keep them all moving throughout the shot. But if you think it would be too difficult to do this it does look fine with just Tingirl being nudged.

  2. He needs more energy in his hop... because he did hop down twice his height, all that energy and weight is lost, his arms and legs should buckle then spring him up and out... you could do it with one hop because of the momentum.

  3. Use Sorenson3 to compress your video dude!... you are using the "Animation" codec settings in quicktime which doesn't compress your video at all! You should be able to get a really nice video and sound with that smaller than 2 mb. Everyone is using sorenson3.

  4. Draw it out first... look in the kitchen in the cabnet under the sink... look in the garage at the shape of these objects that are around you everyday. They help me design my robots. Take the old VCR apart (the one that is trash) I used to get many ideas like that. Now, I think about what the robot's shape and function is according to the story and use that to shape it. Also this is the same for other characters too. It's hard to find something that hasn't already been done. Just keep thinking about taking it farther than anything you've ever seen.

  5. This is difficult! I extended the scene... stretched it out from 24 frames to 48 frames. I hope the walk cycle is still at the speed it should be. I have no reference for how fast it should be. I did two renders, one with decals and one without so you can see his expressions better. I'm sure the expressions will show up in final render better, but with just the self shading offered by shaded mode it is washed out by the decals.

     

    Is it really okay if we tinker with the length of our scenes? Thanks for the advice Ken!

    3_02_10_take1_2.mov

    3_02_10_take1_2_no_decal.mov

  6. Done... I'm not sure what the script says about this scene, but it seems a little too fast.

    Created a swishier walk for Strawbear 3_02_10...Committed all to SVN... I don't think this needs another first pass... theres not much to do in 24 frames. I'm not complaining!

     

    *EDIT: I'm uploaded a slo-mo version for comparison, so you can see better. It's set at half speed. let me know if this does not work.

    3_02_10_take1_1.mov

    3_02_10_take1_1slowmo.mov

  7. Don't move the camera as much (let her head go out of frame)... and she should hang in the air longer. The anticipation of something heavy coming down is longer. All of the acting and motion is beautiful!!!!! Funny!

  8. Hello,

    We've (John "Hubukai" Hubickey and I) are still working on sets for our characters. The thought entered my mind that these characters should be good for any set we make for them, so I've been playing around with the old roto feature a little in A:M. I found that I don't really need to do it that way, since A:M puts out really nice alpha channels in the TGAs that can be used to copy your character from a blank scene and paste onto a photo directly, via Photoshop. The Idea was to use the rotoscope feature in A:M (right-click on the "shortcut to camera" in the PWS under the Choreography) to light and adjust the camera angle to fit the photo. Then take into photoshop and copy/ paste it in... and also do some lite editing to make the blend more seamless. Anyway, it's better than a blank background.

    Below: the original plate photo grabbed from the web, and the final result after A:M and Photoshop.

    OriginalPlate_PalmyraPanorama2004.jpg

    PalmyraPanorama2004_ROM4wall.jpg

  9. Wow! Very acted out! The timing is very good and follow throughs are very weighty. I think TM's lipsync is a little off or shallow right now. I think it might need emphasis on the key words "Broken beyond repair".

  10. Good Start. You could go simpler with the phonemes if you want, because it is so fast. You definately have the jist of it there.

    Can't wait to see what you do with the expressions on SC.

  11. I don't get how they help you see the volume of your model. Either you've put modeled a shape or you haven't.

     

    These edge loops reside on the surface of the model, right? Where the polygons already are, right?

    As opposed to a haphazard grid of splines, just placed there to connect the parts of the face or body together. The loops/ continuos splines follow the contours of the surface shapes/volumes.

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