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grim-one




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PostPosted: Thu Jan 06, 2011 12:00 pm    Post subject: Reply with quote

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Rim lighting... that's the technical term I was trying to think of =)
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Benza




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PostPosted: Sun Jan 09, 2011 5:02 pm    Post subject: Reply with quote

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segax
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Got the lighting to a point were I'm happy with it, lightened up the dudes jumper so he doesn't blend into the background.

Spread the keyframes out a bit so it runs slower, haven't actually gone and tweaked the timing etc yet so he's a bit 'floaty'


Now it's just time to finish texturing.
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grim-one




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PostPosted: Sun Jan 09, 2011 5:06 pm    Post subject: Reply with quote

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After jumping the crate, is it intentional that his feet seem to be outrunning his arms and torso? =)
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Benza




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PostPosted: Sun Jan 09, 2011 6:17 pm    Post subject: Reply with quote

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I don't follow?
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ObsoletE




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PostPosted: Sun Jan 09, 2011 9:34 pm    Post subject: Reply with quote

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he's sliding on his knees, isn't he?

in which case i think it is intentional that his legs are out front.
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grim-one




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PostPosted: Sun Jan 09, 2011 10:01 pm    Post subject: Reply with quote

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If he's sliding, it's really hard to see. He also seems to be accelerating as he's doing it. Not sure how realistic the movement you're aiming for here is Benza
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Benza




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PostPosted: Sun Jan 09, 2011 10:17 pm    Post subject: Reply with quote

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grim-one
grim-one wrote:
He also seems to be accelerating as he's doing it. Not sure how realistic the movement you're aiming for here is Benza


Like I said they're just the keyframes spread out, the timing isn't right and there's still a lot more tweaking to be done in the animation.
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grim-one




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PostPosted: Sun Jan 09, 2011 10:38 pm    Post subject: Reply with quote

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Cool. Just trying to provide some feedback.
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Benza




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PostPosted: Sun Jan 09, 2011 10:41 pm    Post subject: Reply with quote

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grim-one
no worries man, any feedbacks appreciated. Didn't mean to come off as snappy. Will deffintly be looking to fix up that when I finish the animations off.
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grim-one




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PostPosted: Mon Jan 10, 2011 1:34 am    Post subject: Reply with quote

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No problems. I little idea how much work goes into 3D animation. I only ever dabbled in the modelling side, then decided it was too much hard work =)
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PostPosted: Tue Jan 11, 2011 12:46 am    Post subject: Reply with quote

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seeing the progression from the first video to now is really interesting and awesome icon_biggrin.gif

its looking so good Benza, nice work.
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Benza




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PostPosted: Tue Jan 11, 2011 1:12 am    Post subject: Reply with quote

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Buttmouth
Buttmouth wrote:
seeing the progression from the first video to now is really interesting and awesome icon_biggrin.gif


If you really want to see the first video.
This was my first attempt at animating anything.

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segax




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PostPosted: Tue Jan 11, 2011 10:08 pm    Post subject: Reply with quote

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Awesome the animation is really coming together .. great work.
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Pai Mel




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PostPosted: Sat Jul 30, 2011 9:50 am    Post subject: Reply with quote

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Wow, if you turn this into a real side-scrolling parkour game, I would buy it.

You know what may be interesting to try: render a mirror of your character a few metres behind him, and make it so that it looks like his evil shadow, and he is running away from it.


I've never used these 3D programs, but want to learn someday. Don't know which which one to choose though. 3D Max, Maya, Lightwave, Blender, everything else?
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grim-one




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PostPosted: Sat Jul 30, 2011 10:06 am    Post subject: Reply with quote

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Pai Mel wrote:
I've never used these 3D programs, but want to learn someday. Don't know which which one to choose though. 3D Max, Maya, Lightwave, Blender, everything else?

Given that the others are rather expensive pieces of software, I say start with Blender.
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Furianshi
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PostPosted: Sat Jul 30, 2011 10:49 am    Post subject: Reply with quote

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Hey that looks pretty cool Benza.
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grim-one




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PostPosted: Sun Aug 14, 2011 1:04 pm    Post subject: Reply with quote

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Do you 3D modelers/animators think something like this would be useful?


MAKE wrote:
QUMA is rather like an artist’s figure-drawing mannequin with sensors in the joints that report all the articulations through a USB cable. Appropriate software can then position a character’s rigging to match, which seems like it would be both faster and more intuitive than dragging bones around a screen with a mouse.

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A13x




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PostPosted: Sun Aug 14, 2011 2:48 pm    Post subject: Reply with quote

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grim-one
Only for bipeds
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segax




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PostPosted: Wed Aug 17, 2011 1:02 am    Post subject: Reply with quote

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grim-one
for modeling it would be cool not so for animation , animation is way more complex than moving a figure around .
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GooberMan




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PostPosted: Wed Aug 17, 2011 1:29 am    Post subject: Reply with quote

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grim-one
Appel
segax wrote:
animation is way more complex than moving a figure around .

But it looks fucking fantastic when it is done like that.

Greatest travesty in the world that Titanic won the VFX oscar over Starship Troopers.
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grim-one




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PostPosted: Wed Aug 17, 2011 2:30 am    Post subject: Reply with quote

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segax wrote:
for modeling it would be cool not so for animation , animation is way more complex than moving a figure around .

Why?

I imagine you should be able to pick out the few key poses and the computer interpolates between them automatically for you. Sure it might need some tweaking or smoothing, but moving between A,B,C and X,Y,Z should be pretty straightforward?
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Benza




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PostPosted: Fri Jan 06, 2012 10:09 am    Post subject: Reply with quote

did a second pass on my animation


As for the discussion that I didn't realize happened. That figure looks like it would be a pain in the absolute arse to animate with. moving things around in 3d max might take a bit to get used but after you get used to it you can set up a pose far far quicker doing it on the PC.

It also looks unnecessarily restrictive. The whole point of animation is that you can do things that aren't possible in the real world, you can push poses further then make sense, break joints to add emphesis etc. You can't really do that with a doll since it actually exists in the real world.
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