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Global 1,589 posts
Ooh yeah! I made a start on this yesterday and did some blocking of poses (and have learned that blocking out a subtle acting piece is not so easy as it's difficult to break it down into 'key' poses)
It's a national holiday here so I have some time... hopeyfully post progress later.
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iest_rob 1,671 posts
Hey Global - good to see you in this one! Looking forward seeing what you've got!
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Global 1,589 posts
Well, not had much of a chance to concentrate on this since the day I started... so just thought I'd post the end results of the first session, seeing as the next update may be a while.
(Right Click Save-As... 2.8Mb)
As you can see, not much to go on, as I work on stepped keys for the first couple of passes... have already changed that last pose too in the hour I worked on it yesterday.
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kilroy 787 posts
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Global 1,589 posts
Thanks Kilroy... but don't get too excited about the dude. It's a downloadable 'generi' rig. Will post a link later if you can't find it.
Anyhoos, a quick update... still quite rough and haven't really done anything to the end of the anim
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kilroy 787 posts
Wow that does look better. Once you put the mouth movments in should be sweet.
I still like the dude.
kilroy
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iest_rob 1,671 posts
Nice one global - really good anim. in there, i really liked his eyes - nice feeling in there. It'll look really sweet with the lyp-syc, it's gonna be a good one! I also like his flick on the 'totaly', nice one.
Good job!
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ALi 608 posts
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kilroy 787 posts
I'll take that link to the dude.......
kilroy
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Global 1,589 posts
There you go Kilroy
Got to say that this has been quite a toughie and I've learned a fair amount from doing it. One thing is to really tie down and be sure of your poses... not to leap too quickly into finessing things and then realising that it was the wrong 'acting' choice in the first place (I've kept changing my muind and wasting time). Another thing I've learned is to really find time in longer sessions. Not easy to juggle time around but I think it's better to do full day session than keep coming back to it for an hour here or two there...
And talking of time... only a few days left and I'm still not done... gotta get another session in before Sunday!
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Global 1,589 posts
(2mb Save As etc etc...)
Well... without going into details (as I'm now off out for the night) This anim made me cry! I spent far too long on it and still not happy with the end results
Crits and general pointing out where it all went wrong are more than welcome!
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Richard 1,943 posts
move all your mouth anim a frame or two earlyer and it will bw spot on...
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ALi 608 posts
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Global 1,589 posts
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Global 1,589 posts
OK... Thanks guys. Have done that and updated. (hope it's not too late!)
(2Mb Save As....)
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Cameron 2,374 posts
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Richard 1,943 posts
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ALi 608 posts
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iest_rob 1,671 posts
Hey Global - got a question i'd like to ask. How do u go about creating your animation? I see you set a pose for certain bits in the speach, but when ever you do so, you dont seem to get Maya to interpilate (right word?) what happenes in between those two poses - if u know what i mean? Animatic sort of vibe to it.
How do u get this done? how do u stop Maya guessing what happenes between the poses? Do u delete the keyframes anyware?
-Thanks man
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Richard 1,943 posts
in make you just have to set your curves to step. isupose it should be somthing similar in maya.
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Global 1,589 posts
Hey Iest... yes I animate using the 'pose to pose' method. Where you set the interpolation of keyframes to 'stepped' (well... in Maya you set the tangents for both In and Out keyframes. There is no option to use 'Step' keys on the 'In' tangents - I just put it on 'clamped')
Doing it this way allows you to really concentrate on the key poses and timing of the shot (though in my most recent anim here... it all just went a bit wrong! lol... )
Keith Lango has a great tut on this method (it's what got me started anyhoo) There are certainly two major 'camps' when it comes to 3D animation. 'Straight Thru' (where you just dive in and animate from start to finish in a linear way, linear as in... you start at the start and finish at the end!) or Pose to Pose where you block in your poses as explained above. Both have their pros and cons... so well worth trying out both and seeing what suits you)
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iest_rob 1,671 posts
Hey man - thanks for replying. I'll have a look over at Lango's site see what he's got to say. I normaly animate Straight through, and there has been many a times where i just dont know where to go - i think i'll try an adapt to the pose to pose method - it makes more sense to me.
Thanks man
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Richard 1,943 posts
what i think is best to have is a mixture between pose to pose and animating just like that. that way you know where you are going, but you still have some freedom to do whatever you want
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Global 1,589 posts
Yep... Agree with you Rich. There are some circumstances where I will animate straight ahead (I'm currently animating a guy on the back of an animal. The animal is already animated so I just went straight ahead for the guy) There are other times when I'll start pose to pose (P2P) and switch very quickly (like in a walk cylce, where fluid motion is important).
I think the pose to pose is great for an 'acting' animation, dialogue and the like... though I also find it very useful if there is a lot of action in the scene. Gives me a chance to really think about what is happening at A, what is happening at B and how the heck we get from A to B...
So yeah... I'm definately an advocate of P2P, but not one of the types that says 'Theres no other way!!' But one very good reason for P2P, especially in my job, is that it gives the director a chance to look at where you are going and comment on the thing at an early stage. That's great because you don't lose much time and work if there are changes to be made. I recently did a 6 second shot that took me a couple of days... was given a loose reign on it so I worked into it quite a bit before showing it to the boss... had it nearly finished before I was asked to make some major changes... Bummer!