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Hash, Inc. - Animation:Master

entity

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Posts posted by entity

  1. Actually I have the 1_05_12 (and 1_05_12a?) I want scarecrow to stay standing too, but I guess he has to go back to his chair, because he thinks that tinwoodsman will be okay now. but it seems that we should have the camera pull in to the screen with each cut to intensify the emotional impact. But it looks fine as is also. Are we dealing with a rigid still life or a living breathing ENTITY?

  2. That's looking good... it's so funny... the rooster is getting more and more character as you go.

     

    about the animation: it's kind of hard to see what's happening in the begining, because the rythm of movements is not quite nailing down the important poses. They visually don't stand out from the rest of the moves... although, at the end his head comes up and he seems to make clear, easy to read movements.

    It might just be me... or maybe you plan to do that in your clean up phase... I don't know. It makes me laugh.

  3. Can anyone tell me where I can get the latest version of this model?

     

    The version I have on my hard drive doesn't appear to be rigged properly. I turn on Jeff Lew Rig and the IK for the arms and legs, but it appears the cp's aren't assigned properly.

     

    Alternatively, if anyone knows of a similar model anywhere, that would be much appreciated.

     

    Thanks,

     

    Eugene

    Actually, he was on the first extra's CD. I have the newest version ready for version 13. I can make him ready for you and send it via email... the file size I don't remember. I could upload it to my web space also if you wish.

  4. combined comments on this and several other clips:

     

    http://www.brilliantisland.com/two/hackfestcommentsH.mov

    OMG! You have much insight on things I skipped. It is overwhelming, these tasks we have been given and you just cleared up a lot of choices I made that were not for the best animation quality... KEEP IT UP! What would we do without such creative critisism. You're right on the mark there. The hips need movement to balance out what the torso and arms and head are doing! The neck got little attention from me and the hands are floating a lot (last minute changes) and were not fully thought out or acted to it's potential. Please, keep doing this for people... we need it! One thing... where should we stop? How long should we sculpt it? At what point do you know you are done?

  5. An idea is to just do the lipsynch in an action....then you can just drop it onto the character in any chor. There are no destractions. Works a treat.

     

    It's pretty good. Just some places need definition....seems abit "blendy" to use a technical term. :D

     

    So, for "I have" there doesn't need to be a mouth close between "I" and "have"....just hold the mouth open and do a "v" mouth shape. So it becomes like "III've". That would work for this dialogue. But if the "have" was emphasised, you'd need to emphasis the "ha" in "have".

     

    At the end, his eyebrows take about 14 frames to raise. Brows are quick movers....try and raise your brows slowly it's pretty hard......so about 5 frames would do for that.

    Yes, there should be no close there... but as far as defining some places... I think I'm going to keep them softer... I wanted it to be softer than his normal dialog, because he is thinking about his love... I tried it more sharp and unblendy and it seemed too harsh considering who he is thinking of at this moment. He is thinking inwardly as suggested by the pose he is in ( in the chore), also. And as suggested by the blinking here, he is holding back tears or is about to get deeply emotional.

     

    Yes, I agree... the brows should be quicker... I think I fizzled out there.

    I think if you take this in context with what's going to happen next, you will understanding that I HAVE to keep this soft so when his heart breaks it will be even more of a "point" or "!" ... he's working up to that from here.

     

    Thanks Ken!

  6. I think it would be soooo funny if he just bent his neck and didn't move his body... roosters can do that in real life too! Roosters move there body and head in thrusts... or "jerks", if you will. But their heads do tend to move in the direction he is going in when ducking or dodging. I agree with KenH on it being too soon, since roosters can move very fast. If you give him more time before he ducks.

  7. DUDE! That's great! I like it. Maybe he should blink and turn head in the middle of the word "questions"... I tried the line and it felt weird turning to the tinman and move my hand to gesture for "constantly" all at the same time- it felt right to turn my head to tinman earlier than on "Constantly". The Constantly gesture looks good as is.

  8. Woot should hold longer when he "sees" the axe coming. I think the reaction (since it's the subject of the shot) should be the longest part of the action here. Other than that... I like the poses.

  9. It looks quite impressive! One small thing, regarding the speed ... it looks like the water moves at a constant speed, instead of accelerating as it falls. It's especially noticeable with the water coming from the fish mouth; is this what you were referring to?

    It's my impression that you could benefit from stretching the texture where you want it to be speeding up. I have no idea how, but that might be an easy direction to go in.

  10. Entity,

     

    Very nice! I'm doing 1_3_28 which is very similar in that it's Scarecrow saying another line at this table.

     

    About the hands on the table, I'm also planning to avoid that today for a few reasons. One of them was that there currently is nothing on the table, but in the finished scene I'm sure things will be added right? I need to reread the script but I'm guessing he's not sitting at an empty table. So without those objects in place I can't be sure if they might end up blocking the view of his hands later, or worse, I might pose his hands in a way that force them to be moved later when someone placies those objects on the table, etc...

     

     

    -Jim

     

    Just animate it the way you want... the animation director will let you know if there is a continuity issue when you post your WIPs. Have fun with it. You may even change the mind of the director if you come across a "happy accident" that makes it better than the pre-viz stuff. Above all, be creative... use your talents.

    By the way, the script and original animatic has the puzzle being smashed by the axe! Obviously, they have already changed a few things so far... and the project grows and breathes because of that.

    Thankyou for replying... can't wait to see yours! I wanna see em all.... it's like candy!

  11. Martin,

    I had to get rid of the hands on the table thing- It was driving me MAD!... got a brainstorm going and came up with hands on hips instead. Also, I messed with the brows extending the time they stay still on "hmm"... The hands on the hips helps the sitting up/ shoulders back pose IMO...

    also, I had him lean forward and back a little to hit the beat of his words- just slightly. I was thinking he could blink at the end of his speaking, since he is about to speak off screen, but he doesn't have to because he will be out of the next shot anyway.

    I hope I didn't take too long with this... it's my first real character lipsync/ acting trial.

     

    Thankyou, Martin. Sorry I had already revised the hands before reading your post.

     

    Thanks "thekamps"!

     

    Rhett, I commited the files from this animation... I think I waited too long to commit.

    1_03_23_take5.mov

  12. Thanks Ken!

    I will try those ideas out. I was planning to have him lay his hands on the table, but I was more interested in getting the main thrust done. The eye brows need to snap I agree, and I do need to work with them and get them nailed down.

  13. sorry bout the floaty body... I didn't touch a thing there... I was in a hurry. I only played with the lips and face. You guys have some great suggestions. I'll do my best! Rhett, I can manage the channels changes with no problem. Today I just learned how to get sound out with video using QuickTime. Actually, I 've only done lipsync once, back in version 8 of A:M... it's been a while, but it came back to me... excersizing those Hash muscles, again!

    Thanks! I will post changes tomorrow.

    I'll probably make him flop into the final pose rather than jerk... so he will be arc-ing soon.

  14. But along the way, it got small. We still have Vern's big set but the treatment in the script mostly has people standing around talking to each other. As animators, that is probably what we are weakest at.

     

    I'm looking for suggestions on making this sequence more cinematic.

     

    Instead of the camera focusing on the characters as they're speaking - camera could be panning, roaming around the room, perhaps.

     

    For example: at one point Ku Klip tells Tinman et al. where Chopfyt has gone. Instead of just saying it, how about if he happened to have this wonderful 3D map of Oz that Jeff Bolle made, and showed them where Chopfyt has gone?

     

    Map could be on a table, Scarecrow, Tinman & woot looking down at it - but Kuklip could be shrunk down running around like a madman on the the map as he describes where Chopfyt has gone

    Hey! What if there was a huge map made of tin, that is in the floor or the ceiling- or atleast part of the floor up on a deck? Maybe even part of the room he reviels behind curtains or a huge door... like an airplane hanger connected to the shop. A whole new sequence or maybe even a song?

    whoops- okay I'm coming back to earth soon.

  15. Sorry,

    I just panicked! it took 2 hrs here (cable DSL/ -280kBytes/sec- I have no reason to complain about the speed... I just don't want to screw up data that is vital to production, so I guess you guys have everything backed up on the SVN?). It would be nice if we had some bearing on how much was left to download as we are downloading. I have plenty of harddrive space and a fast connection. Thanks for the replies!

     

    PF_Mark: I have Skype... I would be up for a chat sometime if I run into a real problem. (my skype= entity_primus)

    jandals: Thanks, Rhett---are we related?

    Oh and can I start animating tests and posting now? Do we commit with each update of animation or do we commit at the final after you have approved the animation?....I really did read through everything, but some of it went OVER my "itty- bitty" head.

  16. How much are we supposed to use if we are just animating a scene? I followed the instructions on the SVN walkthrough and I find I have lots of files downloading... I'm not sure exactly what I need for the scene so I guess the SVN is downloading all models, actions, images, materials, darktrees...etc.... for TWO. Did I do something wrong or is this typical for the first download?

  17. It depends on how complex you are willing to go with the textures, but I would rig it before texturing just in case you need to change, add, or delete any patches. Also, it all depends on what your style is... did you do a sketch first or are you modeling from photos?

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