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Hash, Inc. - Animation:Master

Teeth talking clip


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I used one of the clips from the 10 second club for more animation...Link below.It'll take awhile to load (10 MB).

 

Laughter

 

(Note: To view this video you must right click and "Save target as..." Due to angelfire policy. Or you can right click, push properties, copy the full address shown in the box, and paste it into the Address bar.

 

 

Now, my own critiques about the animation:

 

I think there should have been some tilting of the teeth. Your critiques please!

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Not bad Jamagica. But its hard to tell much about lip synch without lips to synch to. I can see where the movement is good the response is right though the eyes might dart a bit more... but without lips its hard to connect the sound to the mouth.

 

Its an interesting problem to solve. How could you marry the sound to the mouth or even the eyes in order to compensate for the lack of a lip? You solve that one and your well on your way to being able to lip synch or animate for that matter... anything.

 

C

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(Note: To view this video you must right click and "Save target as..." Due to angelfire policy. Or you can right click, push properties, copy the full address shown in the box, and paste it into the Address bar.

 

Question of the day.. Do people who view your thread actually read about what you typed? :lol:

 

About the clip:: I actually really liked it, the teeth's movement fit the words perfectly but I agree that lips would really help associate the sound with the character. Nice job

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Please Answer?

Please be more patient. Four hours is not nearly enough time for folks in any forum to respond to a request (same goes for mailing lists). Coming back twice within that period and asking why people haven't responded is just flat-out unrealistic, bordering on rude. After posting and asking for feedback, give it at least a week before following up if nobody responds. Forums are purely voluntary things, and people must be allowed to respond on their own time, not yours.

 

Regarding the clip, it looks like it's working at a basic level, but only a very basic level. There's a lot more potential for emotion and energy, even without having a traditional face to use for expression. For example, the brows hardly move, and the movements they do make don't always feel motivated by what the speaker is saying. Some of their moves are too quick, too. People don't generally cycle through a variety of brow shapes in quick succession. Brows are best used as broad accents to help sell major emotional moments.

 

The jaw movement works pretty well, but there are some moves that don't quite read very clearly from a contextual/emotional standpoint. For example, the lateral jaw movement before "what do you mean" doesn't feel motivated. Another jaw hitch is the fact that the upper teeth (and attached eyes) are also rotating with most of the character's jaw moves. Real people don't work that way. The jaw is on a hinge, while the upper teeth are attached to the skull. When we talk, all the movement is in the jaw...we don't tilt our head back when we open our jaw to speak. The only critters that do that are puppets, and that's due to the way we operate them with our hands. Because of the fairly realistic design of the teeth and eyes in your model, it doesn't feel appropriate to apply a puppet-style of operation to him.

 

There could also be more work done with the overall movement of the model. If he's got some power that allows him to levitate over the floor, then he must have power to do other movements. Right now he's locked in place facing the camera, with only minor lateral rotations here and there which don't really help much. As such, he feels pretty lifeless.

 

Some of the eye darts work all right, but with the eye rotation locked to the "head," it presents some problems. Generally we look at very specific targets, even if only for small stretches of time. It's rare when our eyes will stay locked to the movement of our head, especially during speech. In these scenarios, it's best to have the eyes locked to an external target, which you can then animate to represent the character's shifting gaze.

 

Even though you can still pull off a lot of stuff with this guy in his skinless state, one thing that's going to hamper the emotional potential to some degree is a lack of eyelids. The relationship between our lids and eyes contributes to a lot of emotion when we speak. Without lids, the character feels perpetually alarmed/surprised, even with brow movement to help sell certain emotions. Something to keep in mind...

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