Meowx Posted May 9, 2011 Author Share Posted May 9, 2011 Hmm odd, must be some domain issues. Fixed the link! Quote Link to comment Share on other sites More sharing options...
HomeSlice Posted May 9, 2011 Share Posted May 9, 2011 Great character! Quote Link to comment Share on other sites More sharing options...
*A:M User* Shelton Posted May 10, 2011 *A:M User* Share Posted May 10, 2011 She looks awesome. Love the face Quote Link to comment Share on other sites More sharing options...
Jeetman Posted May 10, 2011 Share Posted May 10, 2011 This is fantastic work!! I love the props and characters!! Quote Link to comment Share on other sites More sharing options...
TheSpleen Posted May 10, 2011 Share Posted May 10, 2011 awesome Quote Link to comment Share on other sites More sharing options...
John Bigboote Posted May 10, 2011 Share Posted May 10, 2011 Yeah! Digging her... can't wait to see her MOVE! Quote Link to comment Share on other sites More sharing options...
Fuchur Posted May 10, 2011 Share Posted May 10, 2011 Very cool characters Keep on rocking! Best wishes *Fuchur* Quote Link to comment Share on other sites More sharing options...
Meowx Posted July 20, 2011 Author Share Posted July 20, 2011 Alright, blocking out part of a fight sequence here, looking for some C&C (bambi eyes @ rob)! Same sequence, different angles: fight_1.mov fight_2.mov The jump move in particular has been over-key'd, it's starting to look a bit stop motion-y even. (Haven't blocked out the hit yet, trying to get the jump right first.) Trying to put my finger on what looks off; something about the transition from the back -> up -> jump is off... Quote Link to comment Share on other sites More sharing options...
3DArtZ Posted July 20, 2011 Share Posted July 20, 2011 first of all... this is some great work! Im super impressed with your stuff! next, about the fighting scene.... it looks super scripted. like to much I punch you punch. I think you could solve it by taking away the troll's immediate bounce back up after he is back on one hand. Like he goes back on 1 hand, the lovely lady takes the advantage and swings down 2 times and the troll has to block the sword while he's down there... then he kicks at her and gets the time to get back to his feet???? Mike Fitz Quote Link to comment Share on other sites More sharing options...
Fuchur Posted July 20, 2011 Share Posted July 20, 2011 I think you need to show more weight in her movement... it seems like she could move the sword around just from here wrist... make the sword-top follow the rest... the power is not coming from the top but from the handle of ths sword, so the top should follow the handle-movement and not be at the exact same time. The sword is although crossing through the axe (in the sideview it is very easy to see). But all in all: Very cool done! I couldn't have done it that nicely... See you *Fuchur* Quote Link to comment Share on other sites More sharing options...
jakerupert Posted July 21, 2011 Share Posted July 21, 2011 Superb work! Which riggs do you use? Quote Link to comment Share on other sites More sharing options...
dblhelix Posted July 21, 2011 Share Posted July 21, 2011 that's coming along fine! i find it helpful to slow down things that are supposed to be fast, and feel in the dynamics in the slower version then make strategic adjustments in the fast one. my first reaction here is expecting incidents; but it's so short maybe you're just getting there. danger would enter the fight if there was contact. from here, either her sword could be weightless which would show in her wielding it with extra wrist movements, giving more movement to the sword. at the end of a blow it would not stop then retrace it's last "steps" and then start a new blow. instead the energy would never stop, just change direction (in a large-ish rounded motion). or you could go a bit more newtonian, slow down beginnings and endings of movement and emphasize the blow by blow staccato. regardless the weight of the sword, it would show in her shoulders/upper back a little more. bit of rotation, that has follow through at endings, then leads the beginnings of blows. it looks so good you could benefit from just slowing down the pace in the expected=newtonian places - sword starting to move in new direction, heavy guy prepairing to change direction of movement? a little can go a long way. generally, dunno how long it will be? her hips demand a bit of worship: once finished with the major choreography, give her minute soft motion in lower back->upward in appropriate direction so her movement becomes as fluid as her shape. itty-bitty rotations would fit even a caricatyrized movement. her stance is from the newtonian world, her maintaining balance would be an ongoing miniature "wobble" of the hips countering armshoulder balancing placement. (that was edited so heavily read it again i see you're here) Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted July 21, 2011 Hash Fellow Share Posted July 21, 2011 I like that! I'll try to take a more detailed look at it. One thing I notice first is the way her arm and sword move as a rigid unit at the end of her second swing, everything reverses direction instantly with no overlap. More generally... that's got to be a heavy sword but she swings it about as if it were a cardboard prop. I don't know much about sword play. One thing that bothers me in movies is that they always look like they are trying to miss (which they are), but your character doesn't look like she's trying to miss! Quote Link to comment Share on other sites More sharing options...
Zaryin Posted July 21, 2011 Share Posted July 21, 2011 I can't really judge on the animation, but I am loving the style of your models. Quote Link to comment Share on other sites More sharing options...
Meowx Posted July 21, 2011 Author Share Posted July 21, 2011 Thanks a ton for all the C&C, guys! Some good points. Couple things quick - The woman is using a rig I built myself from the ground up because I wanted to get the experience myself, and the green orc guy is using the 2008 rig. The sword the woman is using, despite its size, is supposed to be relatively lightweight. Quote Link to comment Share on other sites More sharing options...
Meowx Posted July 22, 2011 Author Share Posted July 22, 2011 Alright, here's the first pass at giving that sword some more weight. pass_1.mov Quote Link to comment Share on other sites More sharing options...
jakerupert Posted July 22, 2011 Share Posted July 22, 2011 well, that looks perfectly right to me..... Quote Link to comment Share on other sites More sharing options...
Meowx Posted July 22, 2011 Author Share Posted July 22, 2011 Second pass, started refining the jump as well (more natural transition in, better ease in/out). pass_2.mov Quote Link to comment Share on other sites More sharing options...
dblhelix Posted July 22, 2011 Share Posted July 22, 2011 wow. i really like the hips. it has to do with large high-contrast areas - you see that motion even when you're not looking. it makes her come alive very effectively. the sword no longer attracts questions. i like the way he goes down backwards, there's stealth in it, makes him more dangerous. can't go frame by frame, which is where the comments are now. looking forward to some weaponry sparkles! Quote Link to comment Share on other sites More sharing options...
Meowx Posted July 22, 2011 Author Share Posted July 22, 2011 A question for David (or anyone else who knows the 08 rig well); is there any way to "break" bones? For example, I'll sometimes have the arm bend backwards past where your elbow would let you, to exaggerate the motion. I'm not really finding any pose/controller for limit settings; is that something I'd have to just go in and change manually? Quote Link to comment Share on other sites More sharing options...
NancyGormezano Posted July 22, 2011 Share Posted July 22, 2011 A question for David (or anyone else who knows the 08 rig well); is there any way to "break" bones? For example, I'll sometimes have the arm bend backwards past where your elbow would let you, to exaggerate the motion. I'm not really finding any pose/controller for limit settings; is that something I'd have to just go in and change manually? I believe for the 2008 rig (last I looked) that you will find that the forearm geom bones have euler limits defined in the Basic Setup relationship. (Rig folder). You can change those values or eliminate the limits there. Quote Link to comment Share on other sites More sharing options...
itsjustme Posted July 23, 2011 Share Posted July 23, 2011 A question for David (or anyone else who knows the 08 rig well); is there any way to "break" bones? For example, I'll sometimes have the arm bend backwards past where your elbow would let you, to exaggerate the motion. I'm not really finding any pose/controller for limit settings; is that something I'd have to just go in and change manually? I'd have to look at it, Mark is the 2008 Rig designer and specialist. If Mark doesn't get to it before late tonight, I'll give you an answer then. Quote Link to comment Share on other sites More sharing options...
fae_alba Posted July 23, 2011 Share Posted July 23, 2011 I like that! I'll try to take a more detailed look at it. One thing I notice first is the way her arm and sword move as a rigid unit at the end of her second swing, everything reverses direction instantly with no overlap. More generally... that's got to be a heavy sword but she swings it about as if it were a cardboard prop. I don't know much about sword play. One thing that bothers me in movies is that they always look like they are trying to miss (which they are), but your character doesn't look like she's trying to miss! I have a claymore sword much the same size as that, and I can tell you it takes a lot of work moving that thing around like you have there. When a sword that size is swung it takes the whole upper body with it, and it takes a lot of strength to follow through with the swing and recover. Plus, and this may not be relevant to the character and story, but a sword this size is a two-handed sword, you wouldn't see someone fighting with it with a single hand and a shield. Too much weight. Just my thoughts. But for your fight scene, there needs to a a lot more weight to the swing, the whole upper body needs to be used to recover from the swing Quote Link to comment Share on other sites More sharing options...
jakerupert Posted July 23, 2011 Share Posted July 23, 2011 In my opinion, you don`t have to be too overrealistic about the swordsweigth, as long as it looks convincing. You are here in a fantasyworld, where magic or some strange new materials can make a sword like that ligthweigth. As far as realism in movies is concerned, for instance just look at all these exploding cars and the loads of bullets that are needed to achieve one single hit in a combat. Nobody is bothering about that. Quote Link to comment Share on other sites More sharing options...
itsjustme Posted July 23, 2011 Share Posted July 23, 2011 A question for David (or anyone else who knows the 08 rig well); is there any way to "break" bones? For example, I'll sometimes have the arm bend backwards past where your elbow would let you, to exaggerate the motion. I'm not really finding any pose/controller for limit settings; is that something I'd have to just go in and change manually? I'd have to look at it, Mark is the 2008 Rig designer and specialist. If Mark doesn't get to it before late tonight, I'll give you an answer then. For the arms, in order to maintain everything else, the best way would be to turn on the "Apply Before Action" on the Euler limits on the "Left Forearm Geom" and "Right Forearm Geom" in the "Rig/Basic Setup" Pose. This will make it possible to intentionally rotate the forearms backward while in FK and maintain the constraints otherwise. Hope that helps. Quote Link to comment Share on other sites More sharing options...
Meowx Posted July 23, 2011 Author Share Posted July 23, 2011 Like Jake said, there is a certain suspension of belief when it comes to poorly-armored characters wielding weapons the size of their bodies in one hand. For the record: although the sword is easily two hand length and probably dwarfs most conventional claymores, it's meant to be used as more of a hand and a half longsword. It's just bigger for artistic license's sake. That being said, I find the more weight is put into something the better it typically looks, and there is definitely a limit to artistic licence when you're dealing with something that is in at least SOME way grounded in reality; so I'll play around with it some more! Quote Link to comment Share on other sites More sharing options...
Glob Studios Posted July 30, 2011 Share Posted July 30, 2011 I finally watched the "second pass" video, and the added weight of the sword really made it come alive for me. But the monster's weapons seem lacking in weight in comparison. You are on the right track! -Vance Quote Link to comment Share on other sites More sharing options...
Gaduunka Posted August 14, 2011 Share Posted August 14, 2011 Some really nice work here! Are you going to make an actual story and video to all this work? I'm super hyped to see you finish more. (That orc looks a lot like Dranosh Saurfang!) Quote Link to comment Share on other sites More sharing options...
Phil Posted August 15, 2011 Share Posted August 15, 2011 Really nice work, can't wait to see more Quote Link to comment Share on other sites More sharing options...
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