Massassi Forums Logo

This is the static archive of the Massassi Forums. The forums are closed indefinitely. Thanks for all the memories!

You can also download Super Old Archived Message Boards from when Massassi first started.

"View" counts are as of the day the forums were archived, and will no longer increase.

ForumsShowcase → Animation Update
12
Animation Update
2004-11-10, 7:16 PM #1
Hi everybody,

I've been working a lot on modeling and other things for my animation. I'd love it if you went to my website and checked out the updates as well as the story. Input on anything is always appreciated!

The link: http://mvandeweghe.ath.cx/
2004-11-10, 7:36 PM #2
I would, but your site shows up as source code...

Maybe make that first line one line? Dunno, but it hates my Firefox.

Looks okay in IE though.
2004-11-10, 9:43 PM #3
I think I fixed it for Firefox. Can someone verify this?
2004-11-10, 9:51 PM #4
main page works, all the sub-pages show up as html

Looks good though
"...Those living for death will die by their own hand, Life's no ordeal if you come to terms, Reject the system dictating the norms..."
2004-11-10, 10:18 PM #5
Mkay. Fixed the whole thing now.
2004-11-11, 9:30 AM #6
Started on the Mars monster:
2004-11-11, 10:06 AM #7
Cool. Work on your extreme poses/keys, when he's making the W mouthshape exaggerate it alot more. And try to avoid auto-tweening, it saves time and smooths it out but it also kills the life and 'snappiness' in your animation. Is this independent study or are you in a digital animation program? Looks pretty decent. Also is that Maya, Lightwave or 3ds max? I've got Maya+3ds but haven't done much... Never touched Maya, but in MAX I learned some modelling, texture mapping, manual bone rigging/skinning animation and some basic morphing and other modifiers through tutorials, but nothing as far as lipsync. My college program was traditional and that's what I'm focusing on right now.

-PA

P.S. have you seen the Joan of Arc modelling tutorial? If not you should check that out! Originally in French but someone translated the entire thing into English!
2004-11-11, 10:09 AM #8
Ok I read your Bio, never heard of/used animation master before but maybe i'll check that out. My other questions still stand ;)

-PA
2004-11-11, 10:37 AM #9
Thanks for replying!

In response to your questions: This is an independent project, my school doesn't have any classes in 3d :(

Yes, I've seen the Joan of Arc tutorial, but I've never actually done it.

About Animation Master, it's not very well-known, but I love how it works. IMO it has a little bigger learning curve for modeling, but once you get past it it's a lot easier to rig and animate things.
2004-11-11, 11:15 AM #10
[http://www.cs.utah.edu/~swilde/hsw/poopsmith.PNG]

(Oops, forgot to log out...sorry. - SAJN)
GOOGLE FIND THESE SITES PLEASE KTHXBYE
http://www.stevebcartoons.com
http://www.kingcola.com
2004-11-11, 11:43 AM #11
Ok. Well if you ever want to get into animation professionally, take a classical (drawing) course. It's actually a prerequisite for most studios that you can animate traditionally, because traditional training is the best way to learn (right now). Anyone who knows the industry will tell you the same thing. Don't worry if you "can't draw" (which doesn't really exist), anyone can be trained and in a short period of time you'll have the basics.

-PA
2004-11-11, 12:02 PM #12
Yeah, I'd like to take some drawing classes here. I'm not sure when I'll be able to fit them into my schedule though.

Finished basic modeling:
2004-11-11, 3:40 PM #13
Texture attempt...this could easily change. Don't force me to drag comments out of you guys...
2004-11-11, 3:49 PM #14
not big on texture knowledge, but how about something different/darker for the lips?

-PA
2004-11-12, 7:10 AM #15
Got the bones in...next up is smartskinning (making sure the joints deform properly)
2004-11-15, 5:27 PM #16
[http://mvandeweghe.ath.cx/siteimages/picture13.jpg]

[http://mvandeweghe.ath.cx/siteimages/picture14.jpg]

Some updates.
2004-11-15, 5:30 PM #17
Quote:
Originally posted by Murc XIII

[http://mvandeweghe.ath.cx/siteimages/picture14.jpg]

Some updates.


-.o

Nice shaders.
2004-11-15, 6:34 PM #18
AHH!!!! The LIPS I SAY! THE LIPS!!!!!!!! BROWN DUDE NEEDS DIFF LIP COLOUR.... And the Green dude... Um... Those eyes really bother me! Lack of appeal... Just try something... different... anything really, how long could that possibly take? ;) :D I think it's mostly either the solid colour blue or the size of the iris or blue ring or all of that, get it? :P

Cave is lookin cool, though a little more randomness in the spike length/size/angle and a variety of different shapes will help that alot, aswell as a little bit of an angle on the wall where the door is. I attached a pic too... Don't know if it helps... Oh and I added a big lamp, thought that a cave would be dark so i put it in.


-PA
2004-11-16, 5:00 AM #19
He's a potato turned to life!
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2004-11-16, 10:05 PM #20
http://mvandeweghe.ath.cx/siteimages/picture16.jpg

Worked on the cave a bit (linked for size)
2004-11-17, 2:54 PM #21
Ok, I guess you didn't understand what i was trying to say ;)

What I meant about the cave was that it should look more organic. It helps to imagine how the cave was actually formed at its creation. 'God' didn't create a box and make spikes coming off the surface and call it a cave. That's what you have. Caves are formed over time by nature. It might sound overkill, but it isn't, one bit! A more simplified diagram is at the bottom, side view.

The mushrooms are a cool idea for a lightsource, but make sure that the colour of the light is reflected by it's surroundings (the spikes should be 'reacting' to their presence). not having this blending-like effect causes an anomaly (an eyesore! the first thing your eye goes to, useful if that's your focus, which in this case it isn't, it is simply a detail). This also goes to the beam of light coming in from the 'roof', it's a white light, but i don't see any reflection of white light in the room. I'm not positive, but I think the white light would also turn a bit red from the surroundings aswell.

These details will make for a more natural feel.

I admire your efforts to make a 3d film, you're a step further than myself. I will continue to provide you with feedback if you want it, I enjoy watching this project and would like to see it come to completion.

-ProAni
2004-11-17, 3:05 PM #22
must...have...glowing...shrooms...
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2004-11-17, 3:06 PM #23
ProAnimator - Thanks for the input and suggestions. I agree with you on the shape of the cave, I'll see what I can do to fix that.

I'll also add some reddish tint to the white light.
2004-11-17, 4:21 PM #24
ADVENTURE GAME ADVENTURE GAME
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2004-11-18, 8:11 AM #25
Quote:
Originally posted by Lord_Grismath
ADVENTURE GAME ADVENTURE GAME


Exactly.
My levels
2004-11-18, 12:28 PM #26
[http://mvandeweghe.ath.cx/siteimages/picture17.jpg]

A little change of pace. Still some detail work to do.
2004-11-18, 1:03 PM #27
*cue sebediah*
2004-11-18, 3:35 PM #28
[http://mvandeweghe.ath.cx/siteimages/picture18.jpg]

I've basically finished the bass equipment. I still want a strap on the bass and maybe a cord, but I have the main modeling done. Note: his left hand hasn't been rigged yet, so that's why it's not wrapped around the neck...

Comments? Suggestions?
2004-11-18, 8:42 PM #29
No keytar? :[
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2004-11-19, 3:24 AM #30
He needs an effects processor!

But I really like the cartoonish look overall. the crooked amps and speakers are a nice touch.

The bass needs to look funkier as well.
"NAILFACE" - spe
2004-11-19, 4:56 AM #31
Quote:
Originally posted by Seb
The bass needs to look funkier as well.
I think so, too. The base of the bass seems out of place.




That was wierd.
2004-11-23, 7:19 AM #32
Worked on the interior of the house. Still LOTS to do on everything; modeling, lighting, and texturing.
2004-11-23, 11:27 AM #33
I modeled some more details and worked on the lighting a bit.
2004-11-23, 12:24 PM #34
Yeesh, the human body needs to sleep sometimes, remember that! We don't want you dropping dead any time soon...







(or do we...)
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2004-11-24, 5:18 AM #35
That looks amazing. ADVENTURE GAME ADVENTURE GAME!

You might want to work a little on that camera angle, too. Don't try to get everything with one shot, and it seems to be too detached from the scene.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2004-11-25, 2:46 PM #36
you're pretty f*eckin good mate
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2004-11-25, 2:53 PM #37
Quote:
Originally posted by Lord_Grismath
You might want to work a little on that camera angle, too. Don't try to get everything with one shot, and it seems to be too detached from the scene.


Agreed, but I think that angle is more for showcase/design/layout purposes, much like a location design a traditional artist would create to design a.... location? :P

When you do get to doing camera angles however, try to avoid the classic+amateur eye-level angles. Break your scenes into low angle, high angle, close, far... Make your camera angles bold+confident, not in the middle. Mix it up and try matching your angle to fit the mood you're trying to convey. Just thought I'd rant that off, hope it helps someone.

Lookin' nice!

-PA
2004-11-25, 3:17 PM #38
wow, things look nice. I just have one complaint, :rolleyes: the bass's head is a little big. if you scale it down it will look great. ;)
ps. I play bass, :o ROCK ON! :o
Naked Feet are Happy Feet
:omgkroko:
2004-11-25, 3:38 PM #39
Quote:
Originally posted by vegiemaster
wow, things look nice. I just have one complaint, :rolleyes: the bass's head is a little big. if you scale it down it will look great. ;)
ps. I play bass, :o ROCK ON! :o


Yeah...I modeled it the correct size, but then scaled it up for a more 'cartoony' look. I wasn't sure how to cartoonify the base, maybe this is not the best way to do it?
2004-11-25, 3:40 PM #40
cartoonify=exaggerate.

Exaggerate the shape(curves), size, and proportion. You'll get cartoon.

-PA

(edit)Also think of the attitude/character of what you're exaggerating. A bass guitar is 'fat' and 'heavy', so don't have anything too skinny. It's rough and tough (/edit)

(edit2)Also, simplifying helps with cartoonification, less frets with more space between them for example(/edit2)
12

↑ Up to the top!