Pengy Posted October 25, 2005 Share Posted October 25, 2005 i thought i'd post the latest on my penguin/constr guy intro. both char are rigged so i've been working on bg. this wont be the lighting i'm using..just checking setup Quote Link to comment Share on other sites More sharing options...
Admin Rodney Posted October 26, 2005 Admin Share Posted October 26, 2005 Pengy, I like it... really looking forward to seeing your work animated. Post more pics! Quote Link to comment Share on other sites More sharing options...
Pengy Posted October 28, 2005 Author Share Posted October 28, 2005 really quick 2d censor to cut to when the construction guy is getting squished by block.[attachmentid=10520] censored.mov Quote Link to comment Share on other sites More sharing options...
Pengy Posted October 30, 2005 Author Share Posted October 30, 2005 added fence bump and decal and mat to girders Quote Link to comment Share on other sites More sharing options...
Pengy Posted October 30, 2005 Author Share Posted October 30, 2005 added ground and put constr guy in Quote Link to comment Share on other sites More sharing options...
Pengy Posted November 4, 2005 Author Share Posted November 4, 2005 working on animating the block being lifted. any crits and suggestions on how to better convey the sense of weight would be appreciated. marblemovetest_2.mov Quote Link to comment Share on other sites More sharing options...
Dhar Posted November 4, 2005 Share Posted November 4, 2005 Good job on using stretch on the bands holding the marble slab, but you also put rebound which made them seem elastic, like a rubber band. Stretch the bands out only, without rebound, and move them just a tad towards the center (where the steel ring is) to simulate weight forces in the works, and then don't let them move once the slab goes up. Quote Link to comment Share on other sites More sharing options...
Odog2020 Posted November 5, 2005 Share Posted November 5, 2005 Have to say, the models look great. I like the animation too, it looked really smooth, but the only thing, I think is that the straps started to lift before the chain. but maybe I am seeing things kind of tired. Well good job, can't wait to see more Quote Link to comment Share on other sites More sharing options...
Pengy Posted November 6, 2005 Author Share Posted November 6, 2005 thank you for the comments.i started fresh and tried to input your suggestions. i'm going for cartoony feel so i added a bit more movement in the block to make it less linear. marblemovetest2.mov Quote Link to comment Share on other sites More sharing options...
teh1ghool Posted November 6, 2005 Share Posted November 6, 2005 Wow, much better than the other one! Gj. But I think those yellow restraints streatch a little much. Have them stretch less but pull inward a little bit toward the center. Quote Link to comment Share on other sites More sharing options...
Dhar Posted November 6, 2005 Share Posted November 6, 2005 Now that's one heavy marble slab. Much better. Good job! Quote Link to comment Share on other sites More sharing options...
Pengy Posted November 8, 2005 Author Share Posted November 8, 2005 i think this one is it now on to animating people yippee! marblemovetest.mov Quote Link to comment Share on other sites More sharing options...
teh1ghool Posted November 10, 2005 Share Posted November 10, 2005 VERY NICE! Just one more small detail! The chaines and the harnesses bounce slightly, but the marble only moves up smoothely. You should give it some alternative movement! Maybe a little bit of swisting, a little bit of swaying, and a little bounce as it lifts off! Quote Link to comment Share on other sites More sharing options...
Pengy Posted November 18, 2005 Author Share Posted November 18, 2005 still plugging along.added in suggestions,1st pass for animation lighting is temp.crits are extremely welcomed test.mov Quote Link to comment Share on other sites More sharing options...
Dhar Posted November 18, 2005 Share Posted November 18, 2005 The lifting looks good, I wouldn't touch it anymore. The character has a ways to go, the walk is too choppy, a little bit of sliding at the feet that needs to be corrected, and while the slab is being lifted have his right arm go down to his side and have him take his hard hat with his left and scratch his head with his left pinky, or something... ya know? That's what I saw people do at the construction site where I work. It'll give your character something viewers can associate with - just my thoughts Quote Link to comment Share on other sites More sharing options...
arkaos Posted November 18, 2005 Share Posted November 18, 2005 I've gotta say, I really love the set you built. When you get the kinks worked out of the motion, you will have an AWESOME animation, here. Very nice work. Keep it up. Quote Link to comment Share on other sites More sharing options...
Pengy Posted November 19, 2005 Author Share Posted November 19, 2005 thanks guys. i worked on the foot slippage and this is my end result. any hints on making it better would be appreciated. also i was wondering,where does everyone measure the stride length from? heel to heel,ball of foot to ball...? walktest.mov Quote Link to comment Share on other sites More sharing options...
arkaos Posted November 19, 2005 Share Posted November 19, 2005 thanks guys. i worked on the foot slippage and this is my end result. any hints on making it better would be appreciated. also i was wondering,where does everyone measure the stride length from? heel to heel,ball of foot to ball...? It doesn't really matter if it's heel to heel or ball to ball. What really matters is picking a point on the foot for reference and place the right end of the stride length ruler at the place where this point first touches the ground and the left end at the point where it last touches the ground. Be consistent and use the same point. This is why it is important to "copy keyframe" and "paste mirrored" for the keyframes of the other foot's stride, so they match in distance. You don't want one foot to stick and the other to slip. Try reviewing the "Take a Walk" tutorial. That REALLY helped me out. Quote Link to comment Share on other sites More sharing options...
Dhar Posted November 20, 2005 Share Posted November 20, 2005 thanks guys. i worked on the foot slippage and this is my end result. any hints on making it better would be appreciated. also i was wondering,where does everyone measure the stride length from? heel to heel,ball of foot to ball...? Did you use a walk cycle? The arm movement is too exaggerated and the last step is jerky and out of sync. I wouldn't use a walk cycle if these are the only steps your character is going to take. I'd simply animate the walk, I found that I can make a better walk without the use of the walk cycle action. Quote Link to comment Share on other sites More sharing options...
Pengy Posted November 22, 2005 Author Share Posted November 22, 2005 1st pass on the double take walktest2.mov Quote Link to comment Share on other sites More sharing options...
Pengy Posted November 25, 2005 Author Share Posted November 25, 2005 still moving on,have to fix mesh show through in the boots and a bunch of other things constr_test.mov Quote Link to comment Share on other sites More sharing options...
Pengy Posted November 28, 2005 Author Share Posted November 28, 2005 things are moving along ok. i'm working on the first button push and could use some help. this is my 1st pass and i don't know if it sells the idea he's hesitant to touch the button. any and all suggestions would be appreciated. button.mov Quote Link to comment Share on other sites More sharing options...
Pengy Posted December 13, 2005 Author Share Posted December 13, 2005 changed the button press a bit.i think this works better. buttontest2.mov Quote Link to comment Share on other sites More sharing options...
Zaryin Posted December 14, 2005 Share Posted December 14, 2005 Hey Pengy, it's all looking great so far. Quote Link to comment Share on other sites More sharing options...
Pengy Posted December 18, 2005 Author Share Posted December 18, 2005 Thanks Zaryin and also if you hadn't noticed I borrowed your "I think therefore I a:m " line for my guys t-shirt thought I'd post the turn for critic pivot.mov Quote Link to comment Share on other sites More sharing options...
Pengy Posted December 23, 2005 Author Share Posted December 23, 2005 hello all, i need some assistance from our rigging gurus. the char (pic below) needs to waddle off stage,should there be a pelvis and two leg bones? one doesnt seem to cut it Quote Link to comment Share on other sites More sharing options...
DanCBradbury Posted December 24, 2005 Share Posted December 24, 2005 looks pretty cool. but you may just want to have the legs flutter realy fast back and forth for a whalk cycle... cause i dont think a creature like that could ever walk properly lol. neat model. Quote Link to comment Share on other sites More sharing options...
Pengy Posted December 26, 2005 Author Share Posted December 26, 2005 thanks dan this is the post squished vers of my constr guy. i need some major help though. i have three decals of his eyes open/half/closed, iwant want to control the blink with a pose slider. i kind of had it working but ill be darned if i could repeat it. any help would be greatly appreciated. Quote Link to comment Share on other sites More sharing options...
Pengy Posted December 27, 2005 Author Share Posted December 27, 2005 woohoo i got it to work nothing fancy but one less hurdle in getting it done. eyetest.mov Quote Link to comment Share on other sites More sharing options...
Pengy Posted December 27, 2005 Author Share Posted December 27, 2005 added squash/stretch springtest.mov Quote Link to comment Share on other sites More sharing options...
Pengy Posted January 26, 2006 Author Share Posted January 26, 2006 ran into another problem. when my toon rendered penguin jumps out of the logo and morphs to 3d i want an fx. i've been trying to adapt the planet burn to suit my needs but i cant seem to get it to fully dissolve my mdl. i rendered a mov of whats happening. please any suggestions would be appreciated burn.mov Quote Link to comment Share on other sites More sharing options...
Pengy Posted February 5, 2006 Author Share Posted February 5, 2006 i figured out what was happening with fx,mat effectors dont effect decals doh! decided to use it anyways,so here's the morph from 2 to 3d morphtest.mov Quote Link to comment Share on other sites More sharing options...
Pengy Posted February 7, 2006 Author Share Posted February 7, 2006 fixed the animated decal placement and the line on the green bg,also he's finely on the ground jump.mov Quote Link to comment Share on other sites More sharing options...
Pengy Posted February 9, 2006 Author Share Posted February 9, 2006 after some fine crits from the folks on #hash3d about the dissolve i 86ed it,i think this is cleaner now. note to self...K.I.S.S. jumptest2.mov Quote Link to comment Share on other sites More sharing options...
MMZ_TimeLord Posted February 9, 2006 Share Posted February 9, 2006 bit of a pause during his transition from sign to 3D... I'd suggest cutting out a few frames there... otherwise it looks good. Quote Link to comment Share on other sites More sharing options...
Pengy Posted February 23, 2006 Author Share Posted February 23, 2006 finally working on his dance,not sure of the jump though. any crits appreciated. pengdance.mov Quote Link to comment Share on other sites More sharing options...
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