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Hash, Inc. - Animation:Master

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Posted

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

post-608-1130281097_thumb.jpg

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Posted

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.

Posted

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

Posted

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.

Posted

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!

  • 2 weeks later...
Posted

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 :)

Posted

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.

Posted

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

Posted

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.

Posted

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.

Posted

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

  • 3 weeks later...
Posted

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

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Posted

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. :)

Posted

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.

post-608-1135565592_thumb.jpg

  • 5 weeks later...
Posted

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

  • 2 weeks later...
  • 2 weeks later...

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