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Hash, Inc. - Animation:Master

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  • 2 months later...
Posted

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...

Posted

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

Posted

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*

Posted

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)

  • Hash Fellow
Posted

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!

Posted

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.

Posted

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!

Posted

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?

Posted
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.

Posted
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.

Posted
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

Posted

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.

Posted
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.

Posted

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!

Posted

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

  • 3 weeks later...
Posted

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!)

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