Hash Fellow robcat2075 Posted October 3, 2009 Hash Fellow Posted October 3, 2009 Looks very ambitious and cool! Quote
Hash Fellow robcat2075 Posted October 3, 2009 Hash Fellow Posted October 3, 2009 here's the finished geometry and I'm going to do the rigging before I do the texturing, just to fine-tune my work procedures. The hair is obviously modeled because I didn't want to spend a lot of time working with hair. I'm going to give a few of the front and side bits a dynamic constraint so they bounce when she moves her head. I'm going to suggest a bigger head to body ratio to make her more child-like. What you have would almost pass for an adult in most animation. Quote
Gerry Posted October 3, 2009 Author Posted October 3, 2009 That's a good point Robert. I wonder if making her feet and hands bigger would help. I noticed her feet were bigger in my sketch but as I was modeling, smaller seemed like a better proportion. But I may do a reproportioned version. Quote
Darkwing Posted October 3, 2009 Posted October 3, 2009 well, i definitely say exaggerate the feet/slippers, and the head too, and then see if it works with the hands, because i can't seem to visualize that at the moment Quote
Gerry Posted October 5, 2009 Author Posted October 5, 2009 here's a shot with head and feet enlarged. I think it improves it. Quote
pixelplucker Posted October 5, 2009 Posted October 5, 2009 Looks really good. I made this sheet up (original is in quark with auto page numbering). It might help when doing complex scenes. I was doing quick still renders then placing the images in the document. If I get some time I'll make a ms word version storyboardHD.pdf Quote
Hash Fellow robcat2075 Posted October 5, 2009 Hash Fellow Posted October 5, 2009 Better. The neck seems thin to me, but i'm not sure. Quote
Gerry Posted October 5, 2009 Author Posted October 5, 2009 I wanted the neck skinny for a more cartoony look. What I had in mind was skinny neck, wrists and ankles but it didn't come out that way. If it looks distracting I'll change it. I'm working on the rigging today and I've already got some questions! Quote
Eric2575 Posted October 5, 2009 Posted October 5, 2009 Hi Gerry: This is the first time I checked in on this thread, and I should have done so earlier - Great Job! I'm looking forward to seeing the finished clip. Keep up the good work. Eric Quote
largento Posted October 5, 2009 Posted October 5, 2009 here's a shot with head and feet enlarged. I think it improves it. Gerry I think she looks great! The only thing that stands out to me is that I worry she needs another spline ring at the shoulders. Not sure that it will deform they way you want it to. Three rings is usually the rule, but it might not be a problem... Quote
Gerry Posted October 5, 2009 Author Posted October 5, 2009 I'll definitely look at that Mark. I'm doing some trial-and-error testing with the Lite Rig but the stress is gone since I *kind of* know what I'm doing now. Quote
wedgeeguy Posted October 6, 2009 Posted October 6, 2009 Gerry the storyboards look FANTASTIC! I'm looking forward to seeing this completed ... Best of luck! Quote
Hash Fellow robcat2075 Posted October 6, 2009 Hash Fellow Posted October 6, 2009 I'm going to suggest a bigger head to body ratio to make her more child-like. What you have would almost pass for an adult in most animation. .. however there are times when a big head still doesn't look child-like... Quote
Darkwing Posted October 6, 2009 Posted October 6, 2009 That has got to be the scariest thing I've seen all day! Quote
Hash Fellow robcat2075 Posted October 6, 2009 Hash Fellow Posted October 6, 2009 That has GOT to be photoshopped! Turns out there's been an online kerfuffel over it. I apologize for hijacking your thread. Back to work, everyone. Quote
Gerry Posted October 7, 2009 Author Posted October 7, 2009 Hey Mark, I did add a third spline ring to her shoulder, thanks for the tip. I'm working on the rigging and so far it seems to be proceeding okay. Lots of trial and error but being able to go back and fine tune at each step is a big plus. Quote
Gerry Posted October 11, 2009 Author Posted October 11, 2009 Here's a render of the room, though I'm still working on a lot of details I thought this captures the main mood pretty well. Quote
ptiversen Posted October 12, 2009 Posted October 12, 2009 Very nice work, I can't wait to see the finished results. I looked at your storyboard and I think that it's perfect for the Xmas season. Quote
Hash Fellow robcat2075 Posted October 12, 2009 Hash Fellow Posted October 12, 2009 The Naugahyde couch looks cold. <_ maybe a softer texture> Quote
Darkwing Posted October 12, 2009 Posted October 12, 2009 aww, that looks awesome, I can't wait for Christmas! Quote
Gerry Posted October 12, 2009 Author Posted October 12, 2009 The Naugahyde couch looks cold. <_ maybe a softer texture> I actually kind of like the cartoony look that the specularity gives it! I thought it went stylistically with the christmas tree. But I'm still working on a lot of detailing touches that will warm up the scene considerably. Quote
*A:M User* Shelton Posted October 12, 2009 *A:M User* Posted October 12, 2009 I like the couch. I guess it reminds me of my grandparents house. Good memories. I really like where you are going on this project. Steve Quote
Gerry Posted October 12, 2009 Author Posted October 12, 2009 Thanks Shelton! I just noticed that you're from Tulsa, which is where my wife's from. I lived there for three years back in ye 70's and in fact we had a visitor this weekend, an old school friend of Vicki's, who is an EMT in Mannford so we heard lots of stories about her friends and coworkers, with lots of local color thrown in. Back when I lived there I did some acting with Theatre Tulsa and I appeared in the very first play presented in the (brand new!) Williams Center, "The Lion in Winter". Quote
*A:M User* Shelton Posted October 12, 2009 *A:M User* Posted October 12, 2009 Excellent! Williams theater has given way to the PAC (performing arts center). The Williams Center has transformmed into a business hub as Williams communication moved in and remodeled. It was a neat place to go and have a great weekend with shopping and entertainment much like the Crown Center in Kansas City. Tulsa is a nice place to live. Steve Quote
Hash Fellow robcat2075 Posted October 12, 2009 Hash Fellow Posted October 12, 2009 Here's some inspiration for ya... the world's most uncomfortable chairs Quote
Paul Forwood Posted October 12, 2009 Posted October 12, 2009 I guess that's where the saying "get the lead out of your a$$" comes from. (sorry, that's not very Christmas like, is it?) Quote
Gerry Posted October 13, 2009 Author Posted October 13, 2009 I've got the Lite Rig installed and doing some quick movement tests. Here's one... Annieflying_h264.mov Quote
Darkwing Posted October 15, 2009 Posted October 15, 2009 I'm going to suggest a bigger head to body ratio to make her more child-like. What you have would almost pass for an adult in most animation. .. however there are times when a big head still doesn't look child-like... sorry for being OT, but here's a follow up to that pic Model Fired Quote
Gerry Posted October 16, 2009 Author Posted October 16, 2009 Here's a test of the gingerbread man getting his head bitten off! (Warning: Graphic violence depending on how you feel about baked goods). headbitewithcrumbs.mov Quote
NancyGormezano Posted October 16, 2009 Posted October 16, 2009 very cute, effective! howdja do the little crumbs? Quote
Hash Fellow robcat2075 Posted October 16, 2009 Hash Fellow Posted October 16, 2009 I think that one came from the grassy knoll. Quote
Gerry Posted October 16, 2009 Author Posted October 16, 2009 Crumbs are a sprite emitter inside the g-man model and the bite is a boolean cutter. When the boolean moves in, the sprite emitter pops out a bunch of crumbs. Glad you like it! Edit: apparently that was rendered with an alpha so it's uglier than it needs to be. Here's a quick n dirty animatic that I did to work out the timing a little better, added a few frames to make the transitions easier to time. Animatic_h264.mov Quote
Gerry Posted October 17, 2009 Author Posted October 17, 2009 Edit: redid this shot, made it longer and incorporated what was to have been a separate closeup shot. Shot1_2Combo_v3_h264.mov Quote
Admin Rodney Posted October 17, 2009 Admin Posted October 17, 2009 Looking good Gerry. Looking very very good! Those storyboards sure help you focus on what is important don't they. Quote
Darkwing Posted October 17, 2009 Posted October 17, 2009 bravo, this i think will be the best one yet Quote
Gerry Posted October 26, 2009 Author Posted October 26, 2009 I've got these three gingerbread men models, each with a slightly different boolean cutter for the biting-off bit. Then the sprite emitters spit out a brief spurt of crumbs. My question is, can I create an action for the sprite emitter settings, then just drop it onto each model at the point it's needed? then to tweak the settings I would just have to edit the action. Am I right about this? Quote
Darkwing Posted October 26, 2009 Posted October 26, 2009 i can't see why not. just make sure your drivers are shown in the action i do believe Quote
Hash Fellow robcat2075 Posted October 26, 2009 Hash Fellow Posted October 26, 2009 I would just have to edit the action. Am I right about this? I think any edit you make to the action will be shown in all uses of it. I dont' think one action can get you 3 different results. Quote
Hash Fellow robcat2075 Posted October 26, 2009 Hash Fellow Posted October 26, 2009 Edit: redid this shot, made it longer and incorporated what was to have been a separate closeup shot. include some shoulder motion when she's nodding off. When she tries to stay awake, use the shoulders to help jerk her head back up. Quote
Gerry Posted October 26, 2009 Author Posted October 26, 2009 I think any edit you make to the action will be shown in all uses of it. I dont' think one action can get you 3 different results. Sorry , that's what I meant, that I could just edit the action to affect all instances of it. Quote
Gerry Posted October 26, 2009 Author Posted October 26, 2009 Actually an additional consideration is that the sprite emitter is shaped and located differently in each model. But the material is the same, and I want each instance to behave the same, same timeline and birth/death rate, all settings the same. I'm assuming that since the action acts on the material and not the physical location of it, the same action would function for all instances. Does that sound correct? Quote
KenH Posted October 26, 2009 Posted October 26, 2009 Good looking project Gerry. Regarding your question, from what I can see, you may need three different actions to locate the emitter in different positions. Or it may be easier to add three instances of the emitter directly into the chor. Quote
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