Xothermik's Posts
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now we can give the character some slight hip and head movement. when doing this it helps to think about the personality and mood of the character. also the hip movement is important for conveying the gender of the character. you would want to give your character some more sway if she is a female. |
by now our character is beginning to feel like his body is working against gravlity. at this point i can begin to add some subtleties like and shoulder movement. this gives the character a bit more attitude and personality as well as help convey mood. |
the next thing i do is add the down and up poses. these are inbetween the contact and pass poses with the down coming after the first contact to give a feeling of weight. then the up after the passing pose to give a sense of the character pushing foward and up. this is usually the highest of the cycles. |
then i add the passing position which basically is the center of a walk cycle. in this case its frame 9. normally its slightly higher than the contact poses. |
optimus okx . leading by example. not looking bad at all. like z pointed out the knees should be a bit straighter on the contact poses. as for the hips i'll wait till the arms are in action. one tip however, please when doing previews set the time to cut at the end of the cycle so it will loop well when we view. anyway i was having a bit of malaria but am much better now and i took the time to do some blocking of my walk cycle. i was going to use step default curve but changed my mind and used the bezier curve default to give me a quicker feedback of my progress. let me share my walk cycle method. when it comes to walk cycles i use the method i learnt from doing cycles in 2d. first things first, the first thing i do is create the contact poses. my walk cycle beat is on 16 seconds so that means i just create the first contact pose, turn on auto key and go to frame 17 and create the next contact pose(the opposite of the first) |
i totally agree wit okx. how long do we wanna take to animate a guy walking and hitting a pole? one month. i mean the free rigs are there already. truth is you could knock this down in one weekend if u really wanted. even when you work from 8-8. i think i the future as we get better, a straight foward challenge like this should take no more than one week. we dont have to take sfx and editing into consideration at this point just animate! |
oh yeah iv seen him before alright. one of those gnomon character animation dvd's. |
yeah also i wish i thought of this sooner. but it would be nice if user's of each app use the same rig. i think this one im using is more than enough for any max user in this challenge complete with both fk and ik so u use which ur most comfortable with. it wud be nice if the maya guys and the other apps can do the same. (so far i can only see max and mayases oops and a poser)it will help in eliminating any distractions and make it easier to judge and critique the animation even for the animation newbies when they come here to critique and might mistake visual appeal for great animation. in fact there is this same rig for maya so i feel it would be better if we all had the same looking character. just follow zpixels link to the 11 second club and u'll find them there. what do you guys think. of course its just a suggestion |
hey where's everybody gone? dont tell me you are all neck deep in the animation already. and if thats the case updates and w.i.p's remember? we are here to learn from each other not to surprise anyone ryt? @ okx my email- sagir.carpenter@gmail.com
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storyline works for me just fine. |
i think we should wait till at least friday .if no one joins, we could at use the week end to kickoff. while we wait we should decide what to animate. hows that |
OKX:exactly why i joined. i just need more practise. |
tho v ray is great for architectual stuff. that is not to say its actually better than mental ray. its just easier to use for most people. mental ray is far more advanced(my opinion). v ray is rarely even used in feature animation or movie production rendering.your could even get down to the mr files in your max directory and edit the shader script or even write your own if you are that good the big studios even have scripters that write shaders for them. im not sure v ray will give you that flexibility. however i do believe if you are an architect in his part of the world then v ray could be the render for you as there's tons of resources on line biased to architectual visualization that will give u great render's with far less effort. perhaps with a more time tho ![]() |
@okx id like to say any form of mocap data or preset or prefabricated animation should be banned. it totally defeats the point of having an animation challenge. if we are to gain anything from this its the only way to go. so yeah im in. |
i love it. really great stuff man. i guess this was based on one of your personal life experiences eh lol. keep the fire burning man. |
soji we are proud of u. nigeria is flying ![]() |
looks fine from here. |
AdamuW:yeah its the vancouver film school. highly respected as well. you could check out cgtalk.com. look around there's a thread for this kind of institutions from all parts of the world. exept naija anyway . |
i am not preponderantly a v ray guy yet but i think the top rendering engines hav some basics in common and in mental ray i know you cant just bank on copying settings meant for another scene to just any scene because even things like the scale of the models in relation to the scene and lights can make a little to a gargantuan difference to the result. you might get lucky sometimes but yeah like i usually say if you rely on presets then u are certainly preparing your own c.g grave. |
zPixel:ditto ![]() |
thanks i try to have a more rounded brain . trying not to be the proverbial master of none tho ![]() |
hi peeps. recently ve been thrown back into the forefront of 2d animation which i previously abandoned to get an extra "Z" dimention in space (3d). anyway like i said m back into it and hav been working in shorts like evcl's nigerians love footbal clip http://www.youtube.com/watch?v=fcO04YNTsSs and some experiments. came across this picture online https://i288.photobucket.com/albums/ll171/mlim888/HangHead.jpg which is actually a picture from the iron giant cartoon showing two key poses. and set about trying to rectreate the inbetween animation. typically drew the initial pose https://photos-d.ak.fbcdn.net/hphotos-ak-snc3/hs222.snc3/20936_384390760205_739160205_10260639_7476619_n.jpg and used vector point animation as well as actions to create a believable interpolation to the second pose. and finally a white animated masked layer set to overlay to create the light effect on the right side of the character. check it out and tell me what u think. http://www.facebook.com/video/video.php?v=384363095205 |
@ soji. lagassssssss lol ![]() |
@ ako there's one part that the guy did not show in his tutorial to feather the edge blend the seam. premier can only do basic cloning. to do a more advanced one u should experiment with dedicated compositing software like combustion or after effects. here's an example of what u could do with after effects. using masking techinques. http://www.youtube.com/watch?v=ZmXt6ZTj1TA [url] https://www.youtube.com/watch?v=WX0kQ0W3lZM [/url] |
ok man no problem its all good keep up the good work ![]() |
ha c.g king! . dud its like exactly a year since u first asked me where to get it. anyway best of luck. nwfx pretty nice work. was desperate to get my hands on cat for max once and did'nt. . how ever im now glad i didnt then because i would'nt have learnt some of the rigging techniques i do now by creating a similar set'up from scratch which is quite helpful in rigging not just heads but anything in general. |
yes o, its been a long time comming z. i enjoyed workin with you guys on this project as a character modeler and texture artist especially on my main guy. goateeee! . buzz me anytime on freelance for more pls. |
actually pidgeon impossible took 5 years and had nearly 100 people who worked on it including musicians for the score of course. yep! it aint easy man. ![]() |
just to add a bit to what adamu already said the texture desicion was made after the character setup was done. the coat was originally meant to have normal 2d vector money signs on it.it was unfortunately done in a way that would mean the money bitmap texture would either look distractingly stretchy in some parts or the character to be rigged again. might not look it but these guys have advanced bone dynamics with vector point weighting, foward and inverse kinematic features, bone orientation constraints and rotation limiters (a new name for 2d set up's like these in now actually 2.5 d character rigging)that would have added time required to finish it. we were experimentint with project deadlines as well on this one and in the end the disicion was made to have it not deform with the suit. |
hmm mr spy some wud call this copyright infringement o . |
incredible resolve lafem. dont worry our grand kids shall know of the father of nigerian 2d animation ![]() |
suddenly the smiling dude behind him shouts."hey that ex governor(or minister or even counclilor of late ) Bleep" and the frowning ladies suddenly invert their expressions ( ) swarm over him like bees to nectar! |
. leading by example. not looking bad at all. like z pointed out the knees should be a bit straighter on the contact poses. as for the hips i'll wait till the arms are in action. one tip however, please when doing previews set the time to cut at the end of the cycle so it will loop well when we view.
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. trying not to be the proverbial master of none tho
. how ever im now glad i didnt then because i would'nt have learnt some of the rigging techniques i do now by creating a similar set'up from scratch which is quite helpful
suddenly invert their expressions (