Wednesday 15 June 2011

Ze Final Upload iz here.

Final output, using the rEnDeR fARm.
Was quite good actually, saved lots of crunching at home.

Monday 13 June 2011

Objective.

I've been much more looking at animation much more objectively, wondering if they really are animated 'correctly', and i've had a little look at Eric's site, and his animation tests and found that some are quite static. I think, as well as making me a better animator, it's made me appreciate and realise what good animation looks like. I think i'll revisit some of the classic pixar/dreamworks movies, and study the animation.
ERICS 
I guess if I can find what's wrong with them, then i can apply that to my own animations.
I've also been looking at past and present 11 Second Club entries, writing down what i thought was wrong with the animations, then watching the critique, as a sort of test, to see if i can see the same issues. Or if I'm way off target, and need to focus on something else.
11

Thursday 2 June 2011

more tweaks..

This time taking much of what Mike had told me on board, i tweaked lots of the key positions, 'pushing the pose' to get a more dynamic flow and aggression from Brian.
I also had to favour many core keys, and gave the shoulders much more life. (though would have loved to translate the shoulders, but i missed that control in rigging.)
This is brian lip syncing only:

And this is a playblast with the tweaks.

Wednesday 1 June 2011

Tuesday 31 May 2011

Tweaking.

Have been tweaking the animation much more.
only just realised what people meant by 'off setting' the keys. It's ace...takes a while, but really pays off.
More realistic movement, more so than making everything on splines...so it's not A to B robotics.

After reading a few notes mike sent us from NY Framestore Senior Animator "Seth Gollub", i set my scene up to animate in silhouettes. 

Friday 20 May 2011

NEXT!

Not sure if i should quite finish here, but it's nice to get something out of a project.


[edit] After watching it back it seems quite different to when i was working on it. 
I think in future i'll stick shadows on for playblasts to really gauge the speed and fluidity of movement. 

Thursday 19 May 2011

Polishing Shit.

I loved animating.
Cleaned it all up as much as i felt was necessary.
So having fun with texturing.










 Also made a cool animated texture node made from only one sequence.
He pees on the floor, making an alpha'd specular map, that was coloured using a ramp on reverse.
good fun :P