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Hash, Inc. Forums > Featured > Feature Films: Tin Woodman of Oz - Scarecrow of Oz > Tin Woodman of Oz > TWO Animating
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PF_Mark
Here is blocking without walk cycle when charater stops then the walk cycle should come in after I make it rolleyes.gif
robcat2075
here you go...

2_01_91_V07commentsMP4.mov

I couldnt load the actual chor on my end. Not sure what's up with that.
PF_Mark
Ok I change the poses like you said and I added an anticapation pose and a breakdowns for feet only to see how this turn is going to look like. I did not break down Woot yet. I will start on TS concentina playing while you look at SC 90 and SC91
PF_Mark
Ok Robert and I talked on skype and SC and TM were missing a motion back up on the anticaption so I tried to get that back in there and worked some more on the timing of the step. I altered Woot one pose to have his left hand motion to his chin. nervous bitting nails pose.
robcat2075
here are the notes.... (smaller wave)

http://www.hash.com/two/RCHolmen/2_01_91_V30commentsMP4.mov


thanks, Mark!
PF_Mark
Don't tell me I think I already know Woot motions are too large? If so just text critque and I will tone it down.
robcat2075
Woot's turn to look behind him is good. He needs to hold that (07:08) long enough for us to see he is looking at something.

The anticipation pose into the jump (07:12) isn't too big so much as it's leaning too far forward. He won't be able to jump up when he's already thrown his weight so far forward.

But I like the twist to his body as he crouches down. You just need to keep his center of gravity over his feet so he can actually jump up.

Just try modifying that much and lets see what it looks like.
phatso
Actually, he shouldn't lean forward at all, unless his right foot is way forward from where it is... otherwise he won't be able to push backward to get moving in that direction.
PF_Mark
QUOTE(robcat2075 @ Jan 22 2008, 09:11 PM) *
Woot's turn to look behind him is good. He needs to hold that (07:08) long enough for us to see he is looking at something.

The anticipation pose into the jump (07:12) isn't too big so much as it's leaning too far forward. He won't be able to jump up when he's already thrown his weight so far forward.

But I like the twist to his body as he crouches down. You just need to keep his center of gravity over his feet so he can actually jump up.

Just try modifying that much and lets see what it looks like.


Here it is wink.gif
phatso
believability certified. happy.gif
PF_Mark
I thought this would be as good a place as any for these actions to be posted. This is the 1st action an one handed wave. Take a look at what I have so fare I can still refine the motion more and add some finger and facial animation but I don't know if this will be seen?
robcat2075
Here's for shot 91. Woot's looking good!

2_01_91_v51commentsMP4.mov

thanks!
PF_Mark
Ok how does this look? CHR is commited if you like to look at it.
robcat2075
QUOTE(PF_Mark @ Feb 7 2008, 12:27 AM) *
Ok how does this look? CHR is commited if you like to look at it.


Much better!

2_01_91_v60commentsMP4.mov
PF_Mark
Ok this is blocked and then breakdowns added per video of breakdowns
robcat2075
2_01_91_walkcommentsMP4.mov
robcat2075
BTW, I forgot to mention that I also committed that "test chor" so you could look at it.
PF_Mark
By Joe I think I got it! biggrin.gif
PF_Mark
Ok slowed the anticapation into walk and reduced hand snap in the wave.
PF_Mark
Ok after fixing the spaces of feet in starting pose and getting the action to work I have the breakdowns ready for inspection Robert.
PF_Mark
Ok previous was just breakdowns of feet this is breakdowns of everything. Note starting part is still Roughly blocked I have alot of fixes after deleting arm_maintain_soulder_orientation poses

Robert I fixed the knee pop you noticed and I put the feet closer together but with this camera angle I think I might need to move them still closer?
robcat2075
SKype me on this one. The cycle is looking better. I still see parts where his legs are getting pulled straight.
PF_Mark
Ok I Just blocked out the three poses and I copied the frame 0 of the action back into chr. Now the arms moved slightly but when I scrab through this it is not noticable. I also made sure when I adjusted the chr last pose after blocking the action that this time I had key pose filter off to avoid doubling the error on itself. So this is just blocking to test the arm poping issue and get an idea of the 12 frame cycle for woot and when or if he will catch up to SC & TM.
PF_Mark
Ok TM left hand needs motion reduced but Woot left hand is now blocked in as well
robcat2075
Hi Mark,

I shot some run footage:

runsrawfootageJPEG.mov


and here is some analysis:

runcommentsMP4.mov


haven't figured out a formula yet...
PF_Mark
Ok Robert I missed on thing in this cycle if you can tell me what it is I will fix it if you can not then maybe we call this breakdown of run cycle done biggrin.gif
PF_Mark
Ok I did breakdowns for TM leading into cycle I am wondering if SC needs the same thing ?
PF_Mark
Ok I changed what we talked about TM hips rotate later and I tried to make it look that motion was pelling the foot off he ground simalar to SC. I tried to have knee leading the foot but this is hard due to the IK pull on legs. added compression poses and top of arcs to hips before cycle. Woot I added more up and down into the cycle and I believe that I have this all doen with much improvement to the Scene the main thing next is Woot breadowns before the cycle then some facial Animation.
PF_Mark
Ok thisis with woot action at 16 frame cycle instead of 18 I think 18 looks smother and more apealing to the eye 16 is to snappy? Tinman compression pose added after 606 foot landing this really helps for some reason I thought he be going up at this point but I was wrong he would to compressioning after the foot landing.
robcat2075
some tracking dots...

2_01_91_v85commentsMP4.mov
PF_Mark
Ok how abotu this? I still am not sure about the speed of the hand into the cycle I guess this is a an anaimation trap? i Have every thing else working now but I have too much time for the hand to travel to were it has to be for the cylce and not sure how to fix that?
PF_Mark
Ok working on Woot
PF_Mark
Ok anticaption into Woot jaw drop pose added 2 sec into woot's hold and increased head turn of pose.
PF_Mark
Ok how about this
PF_Mark
Just some more polish
PF_Mark
testing set Woot O pose needs more work I skype you around 11.00 pm tonight Robert about a small problem
robcat2075
That's looking good. I think that will be a funny shot!
PF_Mark
Ok I think I am not holding he O pose long enough now but I am out of time for the rest of it?
PF_Mark
Woot head lagging
PF_Mark
Woot cloths lines themself on tinman's axe handle maybe we can work that in as a final Gag? biggrin.gif
PF_Mark
ok Axe at his side and Woot moved over.
PF_Mark
Ok less motion I tried to make it look like it;s lacking but with so little motion to lack? anyways I feel this should do it?
PF_Mark
Ok we need a camera motion to show a crowd of winkies and the main characters walking into the sun raise off on thre journey. I added some actions to the 1st line of winkies not much motion but it's something to start from
PF_Mark
Ok Robert I commit this maybe you want to play with the camera and I set the scene to that maybe. You asked for a quick test to see if this would work so here it is I have the camera pulling back too slowly rending this is 1 1/2 hr with shaded and loading it is a long also if you save it and commit it with just the camera vissible you can work from that. some of the actions are wrong I delete the bad ones and next is making the targas of the 2 handed wave and one handed wave and maybe one still and I think that would work?
robcat2075
Mark,

I've committed an extended music for this shot. My good mic is dead, I'll have to record the voices later, so this is piano only.
The first five notes are the same as the original so you can use that to judge how to synch this up.

See what sort of camera pullback it inspires you to do and we'll go from there.

thanks
PF_Mark
Ok back from vacation I going to work on camera motion for SC91 and post it when I have what I think looks good once we agree on that I add the final hair winnkies to set
PF_Mark
Ok how is this camera move.

robcat2075
Hi Mark,

The camera move is pretty good.

TM and SC seem to be turning and and walking later than they did before which is cutting into the time we have for the camera pull back.

Skype me tonight when you're in and we'll figure out the details.
PF_Mark
Ok this is my starting point so we can play with this
PF_Mark
ok
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