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Hash, Inc. Forums > Featured > Feature Films: Tin Woodman of Oz - Scarecrow of Oz > Tin Woodman of Oz > TWO Animating
kuep
my first pass on this shot

had move this shot to this new thread and put roberts remarks in to


Hi John

Since we're going to speed it up, that might be done already, but I can think of a few things to make it clearer.

-the mop is always at the same angle to the floor, how about if it lowered a bit as he pushed it away and came back up as he is catching up to it/drawing it back.
-maybe push the mop farther out also/pull it back farther.

-I guess his stance would rise up a bit too as the mop is coming up and then crouch as he's pushing it out.

I think this extra variety in the motion will help when we speed it up.

Start a thread for this shot (so Martin can track these separately) and test it out on a path and lets see how it does!

kuep
2nd pass, still has some slippin going on. will work on it and clean up the walk cycle to.
robcat2075
Maybe I've watched too much Benny Hill, but I find that most amusing! laugh.gif

Make sure that action is up on the SVN (I guess it's part of the PRJ?) and I'll dig into it tomorrow
kuep
QUOTE(robcat2075 @ Apr 11 2007, 07:18 PM) *
Maybe I've watched too much Benny Hill, but I find that most amusing! laugh.gif

Make sure that action is up on the SVN (I guess it's part of the PRJ?) and I'll dig into it tomorrow




oops, no prj. file, was just testing, will load up the action though


you said you wanted comic relief, glad you got some.
kuep
QUOTE(robcat2075 @ Apr 11 2007, 07:18 PM) *
Maybe I've watched too much Benny Hill, but I find that most amusing! laugh.gif

Make sure that action is up on the SVN (I guess it's part of the PRJ?) and I'll dig into it tomorrow




oops, no prj. file, was just testing, will load up the action though


you said you wanted comic relief, glad you got some.
robcat2075
John, There's a PRJ and CHO there now with the layout

If I update I dont' get an action, though. Did you "add" it first?
kuep
QUOTE(robcat2075 @ Apr 12 2007, 09:10 PM) *
John, There's a PRJ and CHO there now with the layout

If I update I dont' get an action, though. Did you "add" it first?




You know if i actually sent the file then it would there. Man, im out of it. im doing it right now

it will be in the the tinmans model folder, action folder

still figuring out where the scene is on svn
robcat2075
QUOTE(kuep @ Apr 13 2007, 07:54 AM) *
still figuring out where the scene is on svn


You may have to update the whole 2_01 folder to get the 2_01_53 folder
robcat2075
Sorry I took so long, I finally found the Action.

It's looking good, but I've shown some tweaks to the poses to make it look more forceful.

2_01_53_take02CommentsMP4.mov

the action from the crit is uploaded to the Shared Data/Actions folder, I couldn't get it to upload to the Tinwoodsman folder.

It's called TinWoodsman_mop_floor_partiallymessedwith.act You probably can't use it as is because I messed up the foot placement but you can look at it to see the poses from the video.


thanks, John!
mtpeak2
Little know feature for IK legs is the auto hips (you must turn it on in the leg controls). This aims the hips lower controller (not the null) between the foot control IK nulls. With the newer versions of the squetch rig, the hips lower controller also rotates on the Z axis when rotating the foot control IK nulls on the Y axis. This part of the auto hips was never updated into the older rigs. If it's something that will be used, David or I will add it to the auto hips pose. If you want to see how it works, check out the skinny scarecrow model.
kuep
QUOTE(mtpeak2 @ Apr 19 2007, 08:40 PM) *
Little know feature for IK legs is the auto hips (you must turn it on in the leg controls). This aims the hips lower controller (not the null) between the foot control IK nulls. With the newer versions of the squetch rig, the hips lower controller also rotates on the Z axis when rotating the foot control IK nulls on the Y axis. This part of the auto hips was never updated into the older rigs. If it's something that will be used, David or I will add it to the auto hips pose. If you want to see how it works, check out the skinny scarecrow model.



Ill check it out

tx
kuep
Hey Robert, here is the second pass. its not timed, i was having fun trying to que up the action with the scene. slippin to.

i uploaded the files to svn and the action is in a action folder in the scene file.

looks crazy right now.
robcat2075
QUOTE(kuep @ Apr 30 2007, 04:45 PM) *
Hey Robert, here is the second pass. its not timed, i was having fun trying to que up the action with the scene. slippin to.

i uploaded the files to svn and the action is in a action folder in the scene file.

looks crazy right now.


When I update the folder I still get the last version of the animation rather than whats in your new movie. I don't know why.

But anyway, looking at the movie... I think we may have lost something from your previous outing.

He's cycling thru his action so fast that we're not getting a sense of the extremes of the motion anymore. It's tricky to speed actions up because the few frames that get hit may not be the ones that best show the motion

Possible solutions...

Plan A...try slowing him down and then using jumpcuts to change direction. (he doesn't need to leave the frame)


Plan B...making the action itself longer in duration and with more extreme extremes, get the whole body into it, when he goes back go way back, when he goes forward go way forward, when he goes up or down go way up or down... and take longer strides.

EDIT: update just your chor before you go on; I've corrected the wandering camera motion at the beginning.
kuep
QUOTE(robcat2075 @ May 5 2007, 02:15 PM) *
QUOTE(kuep @ Apr 30 2007, 04:45 PM) *
Hey Robert, here is the second pass. its not timed, i was having fun trying to que up the action with the scene. slippin to.

i uploaded the files to svn and the action is in a action folder in the scene file.

looks crazy right now.


When I update the folder I still get the last version of the animation rather than whats in your new movie. I don't know why.

But anyway, looking at the movie... I think we may have lost something from your previous outing.

He's cycling thru his action so fast that we're not getting a sense of the extremes of the motion anymore. It's tricky to speed actions up because the few frames that get hit may not be the ones that best show the motion

Possible solutions...

Plan A...try slowing him down and then using jumpcuts to change direction. (he doesn't need to leave the frame)


Plan B...making the action itself longer in duration and with more extreme extremes, get the whole body into it, when he goes back go way back, when he goes forward go way forward, when he goes up or down go way up or down... and take longer strides.

EDIT: update just your chor before you go on; I've corrected the wandering camera motion at the beginning.



check out the action, i did what you wanted. not good at setting the actions to slow it down or move it down the timeline. it seems to get screwed up when i try.

look at the action itself and see if thats what you want. then i can try to figure out how to slow it down and move it down the timeline.
robcat2075
Hi John,

this Benny Hill stuff is hard!

2_01_53_take3Comments_MP4x.mov

update your folder, i made some minor tweaks.



only slightly borderline related...

trailer to Stardust Memories

(just cancel out of the part about installing a Turkish language pack)
kuep
ah the mov was to big. fixed.
if anyone wants to see a better render I posted it on SVN

robcat2075
We're done with Sc53!

2_01_53_take4xCommentsmp4.mov

I may mess with the Tin Servant more at some later point, but I'll have to study it for a bit.

thanks, John!
PF_Mark
QUOTE(robcat2075 @ Jun 21 2007, 12:48 AM) *
We're done with Sc53!

2_01_53_take4xCommentsmp4.mov

I may mess with the Tin Servant more at some later point, but I'll have to study it for a bit.

thanks, John!


Just curious guys what about the hair part of the mop? shouldn't that be added into the action?
robcat2075
QUOTE(PF_Mark @ Jun 21 2007, 12:41 AM) *
Just curious guys what about the hair part of the mop? shouldn't that be added into the action?


We should be able to swap out the prop. Anyone want to try and see what happens?
PF_Mark
QUOTE(robcat2075 @ Jun 21 2007, 11:35 PM) *
QUOTE(PF_Mark @ Jun 21 2007, 12:41 AM) *
Just curious guys what about the hair part of the mop? shouldn't that be added into the action?


We should be able to swap out the prop. Anyone want to try and see what happens?


Swaping out the mop is easy but animating the hair in the action is what needs to be done does John want to or shall I do it seeing I know how?
robcat2075
QUOTE(PF_Mark @ Jun 22 2007, 12:30 AM) *
Swaping out the mop is easy but animating the hair in the action is what needs to be done does John want to or shall I do it seeing I know how?
The hair doesn't dynamically respond to the movement?
PF_Mark
QUOTE(robcat2075 @ Jun 22 2007, 02:07 AM) *
QUOTE(PF_Mark @ Jun 22 2007, 12:30 AM) *
Swaping out the mop is easy but animating the hair in the action is what needs to be done does John want to or shall I do it seeing I know how?
The hair doesn't dynamically respond to the movement?


In 2_01_54 that was not the hair moving dynamically to the motion that was me combing it into different poses at different points in the time line. If we want full control of how the hair looks like I suggest the same process for this scene I believe it is faster then playing with dynamics or appling forces to control the hair and I am guessing we would need a deflector on the floor to stop the hair from penetrating it? Sorry if what I am saying or doing makes no sense I really don't know what I am doing but I like the results I have acheived not knowing biggrin.gif
PF_Mark
Ok it's not there yet but this is my first attempt at adding hair to John's action.

2_01_53 frist attempt at adding hair to mop
robcat2075
That looks good.

I can see that I still dont' have the jump cuts right in that. I'll need to tinker with that some more.

But John and Mark, you're done with this shot. Thanks!
robcat2075
53 and 54 are now in one chor under Sc53.

This has moved the Tinservant to the background and retimed the action and jump cuts of the Tinman. I've also moved the set so that now the Tinman finishes his grand pose centered on the staircase.

I thought that was too much of a cliché before, but I'm in a cliché mood now.

I also keyframed the material on the floor so that the "white" tile was not so overpoweringly white. (Not visible in this shaded render)

2_01_53-54combinedMP4.mov
robcat2075
The last jumpcut from held to in-motion Tinman was awkward so now he has a slight hold after the cut also.

2_01_53-54combinedMP4.mov
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