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Hash, Inc. Forums > Featured > Feature Films: Tin Woodman of Oz - Scarecrow of Oz > Tin Woodman of Oz > TWO Animating
Dhar
itsy-bitsy, teeny-weeny huh?

Woot blocking.
robcat2075
QUOTE(Dhar @ Jan 6 2008, 09:36 PM) *
itsy-bitsy, teeny-weeny huh?


It's bigger than I remembered it.
oh well... wink.gif


-bigger steps if possible, watch the vids I just put up inthe main thread on blocking the contact poses (no flat feet)
-walking parallel to the side of the road, not angled
-His hips are zig zagging too much on each step, it shoudl be pretty straightforward.
-by having him take two beats to do the last step we're losing distance he could travel. But now I'm thinking we need to squeeze even more steps into this. So keep him marching until almost the end like this...


I'm off (left heel is hitting the ground)
to (right)
see(left)
* (right) (this is the beat where he's not singing)
the big (left)
AH (right)
zzzz (left) (now he has finished his turn)

so he takes seven steps now instead of 5. ( he starts two steps farther back. And since you're going to eliminate that 2-beat step he really going to start 3 steps farther back I think)

thanks!

-
Dhar
I was going for a march type walk

robcat2075
QUOTE(Dhar @ Jan 6 2008, 10:20 PM) *
I was going for a march type walk


It's not that that is unattractive but I really need Woot to cover as much ground as possible in those seven steps.

remember how Jimmy Cagney would march across the stage?

Yankee Doodle Dandy. skip to about 1:45

well, I dont like the way he's bent over, but I like that he's covering a lot of ground.

(how did he ever get cast in a musical?)

Dhar
Update
robcat2075
Yes, it's January already and I haven't raked my leaves yet...
2_01_71take2commentsMP4.mov

I wonder if that has anything to do with TWO?



this one is if you are doubful about how to do the turn on the null and also offers an alternative...
2_01_71take2commentsBMp4.mov
Dhar
I just pruned the fruit trees last weekend wink.gif

I think six steps will work best. I'll start with the null thing while you check it out.

Thanks Robert.
robcat2075
one course correction

2_01_71take3commentsmp4.mov


QUOTE
I think six steps will work best. I'll start with the null thing while you check it out.


I'm thinking now that the ball-rotate-contoller method is probably the simpler of the two. Up to you.



QUOTE(Dhar @ Jan 8 2008, 10:22 PM) *
I just pruned the fruit trees last weekend wink.gif


Fruit trees have to be pruned? Damn.


Dhar
Experimenting...

robcat2075
I think he's got to get his toe down and his heel up before he pivots. So he needs to walk into it more directly.l

Dont' worry that he's not in the middle of the road. The camera will be on a close up so that won't matter.
Dhar
Hmmm... it's fine when I play it frame by frame, but when in normal speed it looks like landing on "the big" with the right foot is off beat. What do you think?

robcat2075
First let me note this about his approach again...

He has to walk directly to that spot where the toe pivots. He can't walk to the side of it then slide his foot into the position. When his heel hits right before the toe pivot, the place where his toe is going to pivot needs to be directly in front of his heel, aka under his toe. the pivoting happens all on his toe and none on his heel

watch the reference vid again and watch how/when/where the foot pivots while the body is leaping over it.

that said... as I look at it the foot falls feel like they are coming late, but it's hard to judge without the breakdowns to feel the rhythm more.

but before you add the breakdowns... He has to walk directly to that spot where the toe pivots. He can't walk to the side of it then slide his foot into the position.

We've got to get him approaching that right or the turn won't look right.
Dhar
I started from scratch and implemented the Null method. Here is blocking again.

And added some tweening.
robcat2075
Praise the spline gods and all the ships at sea... yes, that blocking will work!

Now, go ahead and tweak out the hips, feet and legs with the stuff in the GenericWalk-Breakdown1_MP4.mov vid.

thanks!
Dhar
That's a great walk break down Robert, I learned tons.

Here's an update, with lipsync.

robcat2075
12 frame intervals...

2_01_71take6commentsMP4.mov


thanks, Dhar!
robcat2075
BTW, did I ever point you to the two vids that precede the walk breakdown vid? I'm thinking I forgot that small detail... unsure.gif

post #180
Dhar
Is this closer to what you're aiming at?

robcat2075
QUOTE(Dhar @ Jan 16 2008, 10:28 PM) *
Is this closer to what you're aiming at?



in some ways yes... some ways no... coudl you commit that new version? All i got from the SVN was your previous version.

thanks
Dhar
OK, I tweaked it some more and I think I'm on beat this time.

Its committed.

robcat2075
QUOTE(Dhar @ Jan 17 2008, 10:04 PM) *
OK, I tweaked it some more and I think I'm on beat this time.

Its committed.


That did get better! yup, 12 frame steps.

i won't get to doing a proper crit onthis inthe next 24 hours, but here's couple things to check if you have time between now and then...

-is the curve for his hips' forward progress straight, like in the tut vid, or does it have some zero-sloped keyframes in it? he has a halting look to his walk at several points.

-does the curve for his vertical motion have that nice sine wave shape, like in the tut vid?

-his step into the pivot point is shorter than the ones before it, so it looks like he's losing momentum for no reason. Make that one as long as the others. This is easy to fix inthe curve editor by dragging the group of keys for horizontal motion prior to that contact frame. (If you're spending more than 5 minutes on that fix, you're doing something wrong.)

ok, that was three things.
Dhar
~ has been achieved smile.gif



robcat2075
Here you go, the notes on the bouncy-bouncy...

2_01_71take8commentsMP4.mov

thanks, Dhar!
Dhar
It is obvious I have yet to develop the eye for the walk. It is now beyond blocking since I had to add CPs to the graph editor. I've implemented a combination of hip, foot IK and heel control tweaks to achieve the desired results.

I hope it worked smile.gif

Dhar
In case you're not checking your PM, Robert, here is the update.

robcat2075
Ok, I'll take it! I may tinker with that last step if I have time, but I hereby release you from servitude and bondage.

Thanks for all your good work, Dhar, and may all your future animating be happy!

Now you can play in the sun again.
higginsdj
Just a comment out of left field, the walk into frame doesn't seem to have the right weight as Woot weight is always on his back foot. What propels him forward?

Cheers
robcat2075
before and after. fixing some overlaps and arcs and zombieisms.

Click to view attachment
robcat2075
After only four days trying to get the set, the characters and the lights to live in the same chor... a lighting test:

(in cross eye Stereo)

Click to view attachment
Jeetman
QUOTE(robcat2075 @ Aug 28 2008, 03:07 PM) *
After only four days trying to get the set, the characters and the lights to live in the same chor... a lighting test:

(in cross eye Stereo)

Click to view attachment


Man! I love the crosseyed stereo!!!!

Looks excellent! Especially in 3D
robcat2075
and here's a 3D test in shaded mode, now with scenery and winkies

2_01_71_winkies_CrossEye.mov


I should point out that the bad animation of the Winkies in the background is mine, not Dhar's. I thought I could get away with not much there, but it's a little too much of not much. I'll try to revisit that if time permits.
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