View Full Version : spiderman animation
okkio 05-19-2004, 11:52 PM this is a personal project I'm working on. All models textures etc are place holders. Animation still needs a little attention in some places. All was completed in 55 hours. This includes putting together the set, figuring out the sequence via 3d animatic, and obviously all character animation. Everything is 100% keyframed, no mocap used. any feedback welcomed. I am currently in the process of building and texturing the city. I will then refine the spiderman model and rigging, tweak the animation, then get onto some lighting.
http://members.iinet.net.au/~okkio/animation/S2_1stPass.avi
PROGRESS STILL RENDER: OPENING FRAME
http://okkio.com.au/images/opening frame0000.jpg
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Jesse-Irvin
05-20-2004, 12:01 AM
file doesn't exist
okkio
05-20-2004, 12:04 AM
I just downloaded it from the link posted no problem. Try going into the root here
http://members.iinet.net.au/~okkio/animation/
and download the file 'S2_1stPass.avi '
tubby
05-20-2004, 12:11 AM
hey wow, great work! I really like the pacing of the animation, it really flows well. The main part that bothers me is when he leaping up the wall near the beginning, the poses inbetween seem wierd and it seems too slow to be fighting gravity. The animation is really strong though, I'm just pointing out the parts that i feel arent as strong as the rest. inspiring work man, can't wait to see the finished piece. :)
darth
05-20-2004, 01:30 AM
That was awesome, I really liked the animation and movements of the character. I reckon it is looking really good. I also can;t wait to see the finished piece keep it up.
Awesome!
Anvirol
05-20-2004, 06:51 PM
Man that's awesome, maybe you would get more replies by posting single renders too instead of only animation link :)
h3kno
05-21-2004, 12:58 AM
dang..that was tight. Yeah what the other guy concerning him going up the wall when he does his little jumps at the beginning. those look a little bit off to me. he should be fighting gravity a little bit more i think when he's doing that. but other wise. its looks nice. do some more. nice camera work too.
coo_kie73
05-21-2004, 04:21 AM
Great work!
The only thing that really bother me is the spiderweb that he shoots out - It look too thick and like a rope suddenly appears. Perhap, u could look into this.
okkio
05-21-2004, 08:33 AM
thankyou all for your replies. This is still WIP, hence the strand-in web... it will be handled differently for the final.
thankyou for the animation comments, I will see to them in the next animation pass.
I will attach some still frames when I get the chance, no time at the moment.
AdrianWilliams
05-21-2004, 10:56 AM
wow what are you useing to animate spidey?
pureprplaya
05-21-2004, 01:40 PM
awesome... very very nice... at first when I saw the first 2 seconds, I was saying... "ehh, sucks" but then he moved... then he climbed, he swung, he leaped, he spun around... ahhh... awesome work man
okkio
05-21-2004, 02:11 PM
4th-Child : Biped/ max 6 (I'm really missing biped at work atm, I've had to adjust to using bones which is a little foriegn to me!
pureprplaya : the establishing shot is a little dry as there is no final geometry or textures in there. I will post some stills of the new city I'm building when I get a chance.
AdrianWilliams
05-21-2004, 02:27 PM
wow CS4 is really that good!!!
how did you get the motion data for the character? cause its so smooth!!!
LeroyBrown
05-21-2004, 05:04 PM
Damn, almost better than watching the film. Only thing I can say is, he is doing too many back flips. Why not vary that up with some forward flips or things of that nature. Nice Job!
okkio
05-21-2004, 11:25 PM
4th-Child: all hand keyed from scratch. I've spent 55 hours in total. 2 days building animatic, incuding building set (I used 2 existing buildings from a previous animation which were then duplicated... http://www.cgtalk.com/showthread.php?s=&threadid=78252
then 4 days animating the character.
AdrianWilliams
05-22-2004, 01:21 AM
WOW time well spent i say :D you got a website i could look at?
okkio
05-22-2004, 05:56 AM
thanks 4th-Child. I'm building a website atm, it's not ready yet. In the mean time check out my other posts below my signiture if you like.
AdrianWilliams
05-22-2004, 10:16 AM
OMG OMG i just saw you girl ball animation!!
thats some really nice motation she has really nice!!! and the ball very cool?
have you done more work on her?
okkio
05-23-2004, 09:30 AM
I do have other animation for her, though it's not posted or up on the web atm. Too busy with work, and this spiderman animation. When I've finished the spiderman animation I'll post my showreel with all her animation, along with the best of my other work.
AdrianWilliams
05-23-2004, 09:32 AM
looking forward to it dude!!!!!!!!:D
neversong
05-23-2004, 09:52 AM
great animation indeed.
AdrianWilliams
05-23-2004, 10:02 AM
hay neversong you modeling it really spot on!! it it all done with max?
sspikedudley
05-23-2004, 10:33 AM
just wacthed the spider man animation the jumps are a little off kind of like anti gravity jumps the big one at the end is just to big for a real jump and the third web that is shot out clips with the wall and gos right through sorry to be so picky with a great piece of animation but just thought i would let you know
ToastMan
05-23-2004, 10:48 AM
Originally posted by sspikedudley
just wacthed the spider man animation the jumps are a little off kind of like anti gravity jumps the big one at the end is just to big for a real jump
Well he *is* Spiderman after all. His jumps arent supposed to be human. I really liked them. Especially the last one, it was really cool how he landed.
Very good job so far. Looks really promising.
okkio
05-23-2004, 11:16 AM
sspikedudley: as toastman stated he is spiderman, not human. I'm not sure how much super hero animation you have watched lately, as all of them perform feats completely out of human possibilities, this is why they are super heros. In regards to the rope, if you read my first post you would have realised that everything in this animation is WIP... hense the reason it is posted here not in the finshed work gallery. None of the models, textures or SPFX will be used in the final work. The web as it stands now is a place holer, just an animated cylinder to give the visual impression of where his web will go in the final animation.
ThomasMahler
05-23-2004, 05:52 PM
I think this animation is awesome - especially cause you're a Max user. I remember skinning some characters with Max... Awww... that was terrible.
Great work man, can't wait to see the finished version!
captain_stinky
05-24-2004, 02:08 AM
real nice animation, one part that stands out for me is at 38secs when he runs and flips off the roof, his rotation seems a bit weird. He flips and then kind of moves sideways to get past the roof
The only other thing i'd crit is at the start when he's crawling up the building, he seems way to bright for the scene, he looks nice when he's out in the light but at the start he just seems a bit off
anyway goodluck with it
ps(i checked out your other movies that were in that root folder, very nice indeed!)
Windmill
05-24-2004, 03:35 AM
hey nice work on the spiderman animation. Impressive level of animation considering the relatively short time spent on it, from what I remember, I found it incredibly hard to animate using CS, maybe they have improved the rig lately. I have 1 question tho, how much (if any at all) did you look at the film for reference? I only ask because the movement is looks similar (was any level of "roto-mation" used?)
okkio
05-24-2004, 03:42 AM
Windmill :
thankyou for your reply.
No rotoscoping was used at all. I checked out the climbing the wall animation from the 2nd disk on the DVD (watched it twice through, then animated it without further reference (didn't use it to rotoscope). Apart from that everything was concieved and animated from scratch. I had about 4 or 5 still images from the movie/ cartoons etc to guide the style. I will post them when I get home, alongside the comparitive frame from my animation.
I am now animating for the first time with bones instead of biped at work. there are advantages to both forms of animating. CS is very fast to use, and hard to break. I think it just depends what you are used to.
Windmill
05-24-2004, 04:04 AM
In that case, amazing work! perhaps I should have a look at CS again.
okkio
05-24-2004, 04:09 AM
version 4 is a little buggy, though there is some great tools, check it out.
KolbyJukes
05-24-2004, 05:29 AM
Very cool, I really enjoyed watching it.
-Kol.
Zycho
05-24-2004, 10:30 AM
That animation is just awsome!! I just love when he swings around the pole (sign-whatever), and that last big jump!! Wow!! Theres just three small things to commet: as it has been said before, the light is a bit too bright in the shade, and the jump where he flips backwards off the roof, he seems to change direction i mid-air, to avoid the roof. Lastly, the animation where he runs seems a bit off. Instead of running like a marathon-runner, with the back straigt up, perhaps he should bend over a bit more, to get that dynamic and action-style feel... perhaps it's just me...
But all in all, it looks absolutely great, and i can't wait to see the final result!!
AdrianWilliams
05-24-2004, 10:31 AM
DUDE its a WIP lol
kunal
05-24-2004, 11:42 AM
Great job :) and moreover its in cs.
Everymove is appreciated but I think the walking on the wall where spidey spins a thread is a bit off from transition. Not much trouble but I guess it could have been better.
Is it all freeform animation laid in mixer or are u using footsteps?
What about thread? Can u tell of the setup u did?
Finally its all presented well and the end is very good
Keep it up
okkio
05-25-2004, 12:00 AM
Zycho: Thankyou for the animation comments, as 4th child noted this is WIP, and the areas of animation I will be working on after the set is finished include parts of the initial climb, and the jump onto the roof and run. All animation will recieve another pass before the animation is complete.
As stated before everything apart from animation is temporary, I am in the process of completely rebuilding the city (the one in this version is simply to aid animation) and obviously will pay much attention to lighting once the set is complete.
kunal: All animation is manually keyframed. I never use footsteps or motion mixer. Perhaps I am a little old school in my approach, but I find keyframing from a blank canvas (as such) is more fun and generaly weilds better results.
I will begin to post updates to the set this coming weekend.
Windmill
05-25-2004, 12:27 AM
I agree with just keying everything, it is much easier for me as well, not to mention the tight control does give better results quicker. I had trouble with CS mainly because the curves acted wierd and unpredictable to me, I also found it hard to pin things in one place. but this is more than likely due to my limited knowledge using CS.
nice keep up the good work,
okkio
06-03-2004, 11:26 PM
just letting you all know this project is still under way, I've just been held up experimenting with Matte's v geometry for the surrounding city. I've also been organising more web space so I can post updates. I should have some WIP city renders after the weekend....
Simtub
06-04-2004, 03:32 AM
hi, great work! very cinematic feel to it indeed.
was wondering how u light the city environment, some kind of skylight?? it looks very nice and atmospheric.
rafiati
06-04-2004, 05:30 AM
I just saw your work. I recently registered at CGtalk and only recently starting getting into Maya and stuff. Since then I've seen some really amazing and inspiring work here on CGTALK.com. But truly yours is the kind of work I was looking to see and I saw it. Can't wait to see it finished. What package did you use. What is 3D animatic ?
okkio
06-05-2004, 02:06 AM
Simtub : thankyou, I used brazil and a hdri map
rafiati : thankyou for your comments. I explained 3d aniamtics briefly earlier in this thread. I use max and cs 4.2. I hope to have some still shot progress renders after this weekend.
okkio
06-06-2004, 11:11 PM
Here is the first WIP render of my new environment for Spidey to run around in. Still very nuch WIP, and remember its not for a still, it's for animation so many details have been left as they will not be noticeable with motion blur, DOF, and spiderman being the focus. I will add some pedestrians, and perhaps someone on a bike / motorbike to try and give the city a little life. I will post further renders of other parts of the city throughout the week.
http://okkio.com.au/images/opening frame0000.jpg
Jesse-Irvin
06-06-2004, 11:48 PM
Nice city! looks a little clean to me but still sweet!
A few comments though, telephone lines and most other lines are either run underground or in back alleys of cities. they seem a little out of place but if you insist on keeping them perhaps give them a little more slack. also they don't seem to be connecting properly. They just kinda end or begin at the cross beams (and crash through the buildings ;) )
some of the structures in the back seem a little too flat and perhaps too obviously low poly. Perhaps some reflection off the glass to add some depth?
I'm really liking the lighting and the vehicles!
okkio
06-07-2004, 12:20 AM
3d43Jesse: thankyou for your comments. You are right the wires go throuh the building, there are also a fair few other problems as this is still WIP.I will hopefully get something a little more final through the week, with characters walking down the street etc, and render the first 100 or so frames, comp and grade them to use a reference for the remaining shots.
okkio
06-24-2004, 08:39 PM
Okay, finally have some updates.3 weeks of nothing as I was render testing. See the opening post for the new opening still, and see here for the opening 200 frame render. Still not final, though close. I will wait till spidey is comped in and the opening sequence is rendered before revisiting any modeling/ texturing or lighting. As usual comments are welcomed.
http://okkio.com.au/animation/street_begin_compressed_02.wmv
I have also remodelled spidey, and will upload images and a rotation in the next day or so...
slayerment
06-24-2004, 09:21 PM
Wow, this looks awesome. I really like what you have done with camera. You have some nice dramatic angles and I think they flow well with the character. The animation looks great too. Sorry I don't really have any constructive feedback, but to my knowledge everything looks really nice. Great job :).
ToastMan
06-25-2004, 09:52 AM
The city looks great!! Great details!
The animation of the car that makes the turn is a bit off. When its about to complete the turn, its tail looks as if its sliding into place to complete the turn...
Hope you understand what I meant... Not a big deal though...
Very nice progress so far.
Waiting for that Spidey rotation...
jamacsween
06-25-2004, 11:24 AM
Okkia,
I think you have the style of S-M down to a tee. As you and others have pointed out, there are a few areas to tighten but that’s why its a WIP.
The only bit that stood out for me is the section around the 30 sec mark. Where he spins/slow mo then drops onto the side of the wall, it seems he takes an unnatural lurch to the left in mid air to hit the wall but it may be the camera angles or the slowing/speeding up again of the motion. One other point is his fingers on the left hand when gripping the wall at 30 secs in. The second finger seems twisted or brocken. You can hardly notice it I the movie but just thought I would point it out. Finally, when he spins his web and then runs along the wall 31 secs to 33 secs, the web comes out and he holds it but it keeps tension, he should either pull it in or it should go slack….do you see what I mean…if not PM me and I’ll try and explain a little better.
Otherwise a great animation and I would love to see the final version. Your keyframe skills are very, very good (way better than mine so I feel a bit bad critting something this good so sorry). Will now go and check out your sig’ articles…
JA
okkio
06-26-2004, 03:11 AM
Thankyou all for your replies. All comments are much appreciated and are being taken into acount as I prepare for the final BKG render for the first 600 frames. I hope to have this finished by the end of next week (first 600 frames of environment that is, not the whole project!). During the render process I will also begin animation fixups, and will take into account all the great feedback I have recieved so far. I have come close to finishing the spidey mesh, still a few areas requiring attention, for example the back of the neck/ clavilcle area/ knees etc. I may also strip back the muscular detail some more, as this mesh will be his suit not skin. Here are some sceen grabs of the mesh as it stands...
http://okkio.com.au/images/spidey_4.jpg
okkio
06-26-2004, 03:16 AM
more images, once again not final, and feedback is appreciated!
http://okkio.com.au/images/spidey_3.jpg
okkio
06-26-2004, 03:20 AM
more again (sorry about multiple posts, they don't seem to want to go into 1...)
http://okkio.com.au/images/spidey_2.jpg
okkio
06-26-2004, 03:25 AM
and heres the last...
http://okkio.com.au/images/spidey_1.jpg
yangmiemie
06-26-2004, 05:55 AM
:thumbsup: very nice ..animation
i like it ........:love:
xtrm3d
06-27-2004, 03:45 PM
jaw droping animation !!!
any update soon ?
Jeroen
06-27-2004, 04:45 PM
It all looks very good but there is one thing that doesn't look right to me.
In the beginning he makes some of those little jumps on the wall.
When you jump like that you puss your self away from the surface, in other words, shouldn’t he drop down because he can not get a grip on the wall again.
It is possible but the way it is now, that is not it I think
okkio
06-27-2004, 08:33 PM
yangmiemie: Thankyou for your appreciation
xtrm3d: thankyou also, I am currently rendering the first 600 frames of my final city envirnonment. The renders are pretty big, and there are quite a few layers, so it will not be finished til the end of the week. I will then render the character pass, so I guess the first part of the animation (finishing when the cam cuts low and he flies high into the sky) should be finished in around 2 weeks from now.
Jeroen: Thankyou for your feedback. I'm not 100% sure I understand what you're trying to say, though I gather it's that he pushes himself too far out from the wall... I tried a few variations of distance from the wall, and if he was much closer in it just looked strange and cluttered. I guess the idea is he pushes out with his feet, though as the jump progersses he lunges his upper body towards the wall, grips and brings himself flush to the wall again. Does this make sense?
kobeone
06-28-2004, 03:26 AM
First off, I would like to say that your animation is one of the best animations I have ever seen on this forum, keep up the good work. I can't wait to see the final. Now my question is, how are you rendering out your animation. From my understanding max can't render in layers. You said that you are rendering in passes. Can you explain how in detail, and what post program are you using.
KolbyJukes
06-28-2004, 03:32 AM
The city is breathtaking.
The neck, shoulders and pecs could use some attention. As well as the ankles and knees.
-Kol.
okkio
06-28-2004, 04:00 AM
kobeone: thankyou for your comments. I am rendering with max and vray. I have split up my max files for different passes or layers, and comp them in combustion.
KWAK Thankyou for your reply. I am currently mid re-render on the city (another few days) I've been trying to integrate the layers a little better, and the difference is quite noticeable. basically just splitting the scene into more layers for more comping control. I've also animated a few bkg sections to add life. Hopefully I'll have a fully comped version of the first half of the whole animation (without the character) by next monday. Re: spiderman mesh, I am currently working on his mesh, the areas you mentioned are in mind.
Antrim
06-28-2004, 07:14 AM
Very nice camera movement and lighting. The only real problem I have is the jump where he runs up his web and back flips onto the roof. For some reason the backflip part of it seems unnecissary. IMO it either needs to be a more fluid transition from running up the wall into the flip or done without the flip entierly.
On another note...just a personal suggestion, but I've always thought the overstreched poses of spiderman from the mid-90's - present were very cool. With a little tweaking, you could probably stretch the peaks of his jumps just a bit to get that "I'm not quite human" flexability to his actions. Of course, this is just my opinion.....spidey has been done a million different ways in his life so there's no wrong way to do it.
Nice work, keep it up!
Antrim
okkio
06-28-2004, 07:36 AM
Thankyou Antrim. the section you noted is the part of the animation I plan to fully rework. I have begun minor animation tweaks, and will refine and tighten all animation over the next few weeks. The flip onto the roof will be completely lost in favour of a much smoother move, with much more more energy. At present the animation stalls at this point, the backflip contradicts his forward momentum and the run afterwards is floaty and out of style with the rest of the sequence. I may tweak his extreme poses somewhta, though the timing will remain as it is. I am happy with it, and re-timing is simply going to take too long on a peice this complex. Thanks again for your reply.
andy_maxman
06-28-2004, 08:03 AM
mind blown okkio
awesome stuff....great animation......amazing camera works.......
it would be great to learn how to block ( do an animatic version of something like this which is constantly moving from the origin) ......always want to learn that........was camera done finally? or was it done simultaneously .,.....?
okkio
06-28-2004, 08:10 AM
Thanks Andy. I blocked the camera as I put together the character animatic. I basically animated to the camera to minise the work I had to do. Perhaps when I'm finished the project I will post a tutorial on how I put the animation together including avi's of the animatic, progress renders etc. See how we go... first things first, just gotta get it finished!
graffb
06-28-2004, 08:15 AM
This is fantastic job!!!
Really nice all! The move, the camera!
Congrat!
My only critic the cloth. Too much the falloff! No?
:thumbsup:
okkio
06-28-2004, 08:19 AM
graffb: thankyou. Yes the material is off. Everything you see in the first render I posted is WIP, and is in the process of being replaced. I am still finalising the mesh (images posted earlier in this thread), and will map and texture him once I have him deforming well. Thanks again for your reply...
KeesCopyright
06-28-2004, 03:22 PM
the car in the front, going around the corner, kind of slides, but the rest of the xity is amazing. spidey needs some tweaking, he does a few impossible folds, but he is looking great aswel... keep up hte good work...
Jeroen
06-28-2004, 03:22 PM
Jeroen: Thankyou for your feedback. I'm not 100% sure I understand what you're trying to say, though I gather it's that he pushes himself too far out from the wall... I tried a few variations of distance from the wall, and if he was much closer in it just looked strange and cluttered. I guess the idea is he pushes out with his feet, though as the jump progersses he lunges his upper body towards the wall, grips and brings himself flush to the wall again. Does this make sense?
Yes, in some way it does.
When you jump you pushes yourself away from the surface en then the graffiti pulls you bag. Because you are on a wall I have the idea that the gravity makes you roll over bag wards because he you pushes yourself away from the wall.
But leaning forward with your upper body makes some sense
okkio
06-29-2004, 03:00 AM
KeesCopyright: you are right about the car, I will fix it for the final render. Spidey mesh is being re-rigged now (i gather in folder you are talking about skinning??)
Jeroen: I guess it comes back to what I am animating. If it was a human, you are right, the gravity would pull him down. This is why humans can't jump up walls! He is spiderman though, who can perform in-human manouvres, such as jumping up walls, so I guess I'm just using a bit of artistic licence to keep the animation interesting and dynamic! Thanks again for your reply
KeesCopyright
06-29-2004, 01:49 PM
No I mean in the animation his arm is folded too sharp, an arm cant do that, but thats all good... just keep going i trust youll find it yourself when tweaking..
Dead_Last
06-29-2004, 02:44 PM
Damn that is a sweet animation, I wish I had seen it earlier. For suggestions, I agree with what others have said about some of the backflips and such, but I think other than that the animation is truly incredible, and the camera work is simply amazing, it flows so well with the movement. Can't wait to see your next update.
okkio
06-29-2004, 10:59 PM
KeesCopyright: I see what you're saying, the new mesh, and animation fixups will take care of this problem. Thankyou for the reply...
Dead_Last: Thankyou for the reply. I will be posting the city environment render updates over the next few days, and hopefully a character pass after the weekend...
Jeroen
06-30-2004, 04:38 PM
okkio (http://www.cgtalk.com/member.php?u=43856): ;) I think you're right vbmenu_register("postmenu_1416789", true);
okkio
07-04-2004, 08:09 PM
Hey guys, here is an update. The first 670 frames of the environment rendered. I'm still not 100% happy with it, though will get the spiderman mesh in there before I tweak any more. The foregreound buidlings still need a little work, and the grading and comping are pretty average... As usual, constuctive crits appreciated.
I will post a render with the spiderman mesh later in the week.
http://okkio.com.au/animation/street_begin_compressed_02.wmv
http://okkio.com.au/images/opening%20frame0000.jpg
Jeroen
07-04-2004, 08:21 PM
The car is not right.
It moves and suddenly it stops without any break time or something.
It is too static, it has no natural motion
AdrianWilliams
07-04-2004, 08:40 PM
can i ask what you are rendering with?
Dead_Last
07-04-2004, 09:52 PM
Again excellent work. I went back and watched the first movie again, and I realized how much of a difference there was in the environment. Especially the texturing adds a lot of detail. I suppose I agree with Jeroen about the car, it does brake sorta quick, but the other car movement in the scene is nice. Also, is the final going to be sunset like the original or will it be daytime like this one?
aazimkhan
07-04-2004, 10:51 PM
wow OKKIO.
thats really good modeling - the set is awesome too.
I am modeling a spiderman too , never noticed ur thread here , its good that I saw it - very goo inspiration for me. I hope you dont mind if I use ur posted images for reference.
i saw the animation too - really very well done.
okkio
07-04-2004, 11:32 PM
Jeroen: you are right, as the cars have not been re-rendered scince the previous post. I will get to that, both the sudden stop and the sliding departure. I will also be adding more vehicles in the back of the set (an oil tanker or something) to cover up some dead space. Also when the cam turns around the wall I will add more cars and padestrians on the ground. It still needs alot of attention, keep coming with any good c+c so I can incorporate it into my final renders next week.
aazimkhan: no problems, use the pics for ref.
4th-Child: vray. Irradince pass rendering for all statics, then regular single frame for everything else.
Dead_Last: Still not completely decided. Pobably day, as I don't want any dark sections in the animation. It is really a showpiece for full body character animation, I want that to be the focus.
Jeroen
07-05-2004, 10:11 AM
:)
also, we are talking here about a city so isn't it possible to have a few bird fly over between the two buildings.
Just something simple to fill up the reality
okkio
07-05-2004, 11:11 PM
Jeroen: Good idea. I will be doing a beauty pass on the environment after Spiderman is in the scene. Birds, new car animation, and adjusted textures / geometry for the close up buildings are all inclusive in this pass...
bRuNuShky
07-06-2004, 01:20 AM
Wow excellent animation
okkio
07-07-2004, 06:46 AM
bRuNuShky: thankyou!
MassiveOverHual (http://www.cgtalk.com/member.php?u=49069) ; has asked how I have built the city. I will post a tutorial on the whole animation from animatic through modelling/ texturing/ animating when I have finished the short.
timmy911
07-07-2004, 06:59 AM
very good cam and anim ..!
dunno if you agree but i believe it would be cool if he accelerated more when
he's running up the wall at around 00.30-00.33
neways, great stuff
okkio
07-07-2004, 07:02 AM
timmy 911: thankyou, that whole section of the animation will be redone shortly. It's the one section that will get a full workover on the next pass.
Jesse-Irvin
07-07-2004, 08:28 AM
This stuff just get's better and better. and I thought it was solid to begin with... FINISH IT!!
DO IT!
DO IT!
This animation rocks dude!!!
...waiting for some updates...
pearl3d
07-07-2004, 10:04 AM
wohhh
really nice cool :bounce:
teknotek83
07-07-2004, 10:32 AM
that is some amazing stuff! can't wait to see your final comp! hurry up and go work on spider-man 3 :P
okkio
07-08-2004, 04:54 AM
thanks all for your replies and compliments. I'm almost at a point where I'm happy with spidy's rig/ deformation, I've been researching the best way to rig / skin him. I'll hopefully comp a render of him (minus textures) over the envirnment render after the weekend... If I'm completely happy with the deformation when he's animated through the scene, I'll map and texture him, and finish the first 600 frames, including a few extra passes on the city (more people/ cars/ birds etc)
then back to modelling/ texturing for the rest of the city and following 800 frames....
Kazumi
07-08-2004, 05:23 AM
amazing! is almost watching a movie but free...:eek:
btw.. how long did those 2 animation took to render?
teknotek83
07-08-2004, 06:51 AM
awww..i was hoping you'd update with some more wip. ayahhh...impatient me!
okkio
07-08-2004, 07:07 AM
It's coming... only problem being I only really get 1 hour each day, and some of the weekends to work on this... Next update after the weekend, check back then!
AdrianWilliams
07-22-2004, 11:08 PM
any more new stuff yet? :D
okkio
07-22-2004, 11:16 PM
Hey 4th child... I've been really busy at work, heaps of animation to get done, difficult director.... but it's all come into line over the last few days, and I'm about to continue with spidey. I've been researching different mesh/ skinning possibilities, trying to find a solution to give me some good deformation. I'm still not 100% happy, though will post my progress and you can let me know what you think. I'll probably post a grey scale render of the opening 600 frames after the weekend. I've also been re-animating the climb, (first 400 frames) as I wasn't happy with how it was looking.
So in summery, it's coming along, though every so slowly. Keep pushing me along if you don't see any updates, I need the encourgement!!
AdrianWilliams
07-22-2004, 11:21 PM
haha will do matey :bounce: :buttrock:
umm do you have any rendered stills of the new spider man i mean the figure, with all the textures?
lol and whats with the director?
okkio
07-22-2004, 11:35 PM
No, I've been soley focusing on deformation, it was one of my biggest issues with the first version of the animation I posted, and he has such a wide range of movement, to get him looking good in all poses without a muscle system is proving reasonably difficult. I am exprimenting with stretchy bones simulating muscles, though it's taking me a while to research the best way to pull it off. I'm currently playing around with spline IK, the splines following the general direction of main muscle groups. Until I have all this undercontrol I can't texture him, as the mesh keeps changing as I look for the best skinning results. It's taking longer than I was oringinally planing, though I want it to look world class, and bad deformation will kill all the work I've put into animation/ modeling/ texturing etc...
And the director.... well, he's a director who doesn't like communicating, need I say more!!
AdrianWilliams
07-22-2004, 11:50 PM
:D well take your time dude cant wait for the result....but im getting itchy lol could i see some more screens of spidy:bounce: ?
wedge
07-23-2004, 12:43 AM
he moves well when wall crawling, but doesn't look like spider-man when flipping through the air. too stiff, not enough bendy poses.
okkio
07-23-2004, 01:02 AM
wgeddes Thanks for your comments!
this was done to accentuate typical SM poses. Oringally he was much more fluid between poses, though looked to much like a super human gymnast, not SM. Hitting and holding SM poses was the style I was and still am happy with. I am currently re-animating the crawl, which I wasn';t 100% happy with, and will also do another pass on his full range of movement. Not before I get his deformation looking good though.
jayashton
07-24-2004, 12:17 AM
im frickin speechless......thats just amazing. I use MAX6 also and have CS4 and I don't use it that much just for basic stuff to get the job done. Im not all that experienced in CS4 but it looks like it can do some amazing stuff. Good Job on that again. O and btw don't listen to the dude who said you should have him doing front flips off the web and stuff. If he knew the law of physics he would know that the flow of you body swinging foward hanging back would make the flow of you body go backwards so making him do a front flip would just look unrealistic and unnatural. Just trying to help you out and keep it straight with you. But all together I had no problems with it and it was really enjoyful to watch. Keep up the good work. And do you think you could show more still photos of Spidey and a wireframe. Just so we know what kind of work you doing here. Thanks and good job again, really great animation and has great possiblities. Keep up the Good work and best of luck on future render animation for you.
Justin
pureprplaya
07-25-2004, 02:59 PM
yea the car bugged me a bit too, it really stood out on the corner of my eye and took away from the beauty of the scene, I am amazed.
Maybe your Ogre and Spidey should fight
HOT!!!!!!!!!
AdrianWilliams
07-25-2004, 03:01 PM
.........its a W.I.P. read the other post...hes fixing it :banghead:
okkio
07-25-2004, 11:12 PM
jayashton: thanks for your reply and support. I will have 600 frames of spidey animation (untextured) to comp over the current BKG render to post tomorrow, it's rendering as I type this, so feel free to keep the comments/ critques/ support flowing!
pureprplaya: as 4th child noted, this is in the process of being adjusted. The current BKG render is still WIP, and whilst it won't change dramatically, there are several small fixes in the pipeline, and extra touches of life to be added.
4th child: thanks again, updates on the way!!
Xeroedge
07-25-2004, 11:50 PM
For the love of god and all thats holy you must do more~~~~~~~ much MORe~
Its soooo goooooood.
Think of the most insane thing to do in the air and then try and triple it. Shove some bullet time in or slow down .. wah..
okkio
07-26-2004, 08:50 AM
Xero`: thanks for the reply. I'm about to go home and check and my renders, hopefully they'll all be fine and ready for uploading tomorrow morning!!
okkio
07-26-2004, 11:53 PM
Hey all, here is the first revised character pass as promised. Please note it is still very much WIP, the lighting for the character has not been refined, he has not been textured and has a default blinn shader atm. His animation still needs to be refined, specifically on the big jump up the wall to the top of the building, and the low part of his first swing (end of current comp) His skinning still needs a little work, though I'm confident in the direction he is going. I will modify his mesh once more, to obtain optimum deformation, then will map and texture him, then do a final animation pass. I hope to have another update in the next week or so. Sorry about length between updates, but I'm really busy at work at the moment, finding time for personal work is not easy.
As usual, comments, critiques, and support much appreciated.
http://okkio.com.au/animation/SM_street-begin_comp.wmv
AdrianWilliams
07-26-2004, 11:59 PM
*huggs you* you gonna get an avatar now?
okkio
07-27-2004, 12:02 AM
Yeah, been thinking about it for a while.... it's kinda like commiting isn't it! I'll try to think of something intesting and put it together when I get the chance... Is your avatar a drawing of yours??
KevinKraeer
07-27-2004, 12:03 AM
Given your explanation of what your working on with it, I really don't have much to crit. If you'd posted just the link without any further exposition, I would probably have mentioned that last jump to the top of the building (that you're refining).
He looks really, really, good so far though. Nice skinning and a great distribution of weight for hand-done keyframing (this is all by hand, correct?). Keep it up!
AdrianWilliams
07-27-2004, 12:05 AM
naa a friend of mind did it for me! cool art huh? :D
okkio
07-27-2004, 12:19 AM
kgkraeer: thanks for the comments, and yeah it is all hand keyed.
okkio
07-27-2004, 12:20 AM
4th-Child: yeah it's a really cute little character! Tell your friend he did a good job!
Kazumi
07-27-2004, 04:50 AM
man, i just can't wait for the rest of the update.. i enjoyed this update *thx*:thumbsup: i noticed that the shadow's a lil bit weird, at about 0:04 the shadow 'flicks' and why is spidey's shadow so much dark than the building's shadow? if this is already mentioned.. plz forgive me:wise:
okkio
07-27-2004, 05:16 AM
Kazumi: thanks for your reply. I have just finshed final (i hope) mesh modifications. I will set off a new render tonight with most skinning issues adjusted. The lighting shadow issues are simply due to the fact that the character pass you viewed was more a deformation test than anything. Once Spidey is textured and the skinning is at a point that I am happy with I will light the scene, and work on the compositing side of things.
Keep your eyes peeled for updates over the next week...
Xeroedge
07-27-2004, 08:21 AM
hmm director?
What is this for ?
Waiting for more. I can't get enough of spider-man when he is doing his crazy moves.
The textures and lighting are great as well.
so..yah... you must work at some crazy place, eh?
I want to beable to do this soon, but for now I can only model pretty good and maybe texture.
I need to really get past theses points so I can do this stuff that I like to watch.
I think the best part in the animation was that beginning you had. He flips around and then starts to run on the wall. I think this break up of movement is great. If he would just keep swinging around it could get a little dull :}
I found the one time in the movie when spider-man was sort of running/jump off the wall was too werid looking and you had come up with a much better overall looking piece.
I saw your other animation with the robot. Its so awesome. Your a great animator.
The thing that brought that clip down for me was the character. I just dont like it :\
Spider-man looks good though :D
Have you thought of later doing a 2d texture for him? The one were he uses the Venom outfit?
superlayer
07-27-2004, 08:28 AM
Hmm this was kinda cool.
wow..
gabriel@percutio.com
07-27-2004, 08:36 AM
wow very nice moves...
littleball
07-27-2004, 05:58 PM
Very very nice animation:eek: :eek: :eek: :thumbsup: :thumbsup: :applause: :applause:
it would be possible to see the model with the relative UVmap of spiderman..?..please
Bye
Pallino
p.s.
i'm italian 3D artist sorry for my incorrect english:shrug:
okkio
07-27-2004, 11:25 PM
Xero`: thankyou for your replies. This is a personal project. The idea of the sequence, and all visual elements have been created by myself with no director.
The orginal sequence (posted at the begining of this thread) was a pitch I created by myself, on the behalf of an Australian animation company I was working for at the time, for the spiderman 2 game.
At the time I was asked to come up with an example of good full body motion. Unfortunately we lost the pitch (Blur Studios won) However as I created the pitch completely on my own, with only one week to pull it together, I decided to take it as a personal project, give myself a reasonalbe timeline, and see how far I could push the end product.
Work wise, I am currently the lead animator at a post production house in Sydney, working on a feature for children.
And you're right about the girl robot being a bad model, it was one of the first models I created, many years ago, and it leaves a lot to be desired!
superlayer:
gabriel@percutio.com (gabriel@percutio.com): thankyou both for your replies.
littleball: Ciao, sono Australiano, pero, o una ragazza italiana, e abiamo un bambino picollino. Addesso viviamo in Australia, pero vogliamo andare vivere, e lovarare, in Italia. Scuza per il mio Italiano, non parlo bene, e scrivo molto male, ma sto facendo perche devo imapare!! Ance, vorei (voglio) sapere se lovoro di questo tipo esiste in Italia?? Se non cipice il mio Italiano, dimi, e ti scrivo ancora in Englese!!
andy_maxman
07-28-2004, 06:30 AM
I will post a tutorial on the whole animation from animatic through modelling/ texturing/ animating when I have finished the short.
will keep an eye out for that....esp. the animation part....
cheers!!
wow!! quite a challenge... spidey and the city
great stuff great stuff im tellin ya
-Andrew
littleball
07-28-2004, 01:27 PM
....littleball: Ciao, sono Australiano, pero, o una ragazza italiana, e abiamo un bambino picollino. Addesso viviamo in Australia, pero vogliamo andare vivere, e lovarare, in Italia. Scuza per il mio Italiano, non parlo bene, e scrivo molto male, ma sto facendo perche devo imapare!! Ance, vorei (voglio) sapere se lovoro di questo tipo esiste in Italia?? Se non cipice il mio Italiano, dimi, e ti scrivo ancora in Englese!!
Wow:bounce:
is fantastic to know that you know the Italian language...
..if to you not dipisce, you could write you are in Italian, she is in English, therefore I understand to you and learn also English....also I am trying to learn the English language..:)
..In Italy this job exists, unfortunately little is developed..:shrug:
because in Italy there is the saying "... you push a button and do all the computer.."
if to you it goes I can write in Italian...
Visit this site: www.redenrglobal.org (http://www.redenrglobal.org) ..is a Italian community and not only of artists 3D&2D...
-ilbalubino-, ago part of this community, he is Italian and works to Sydney
Bye..see you:)
Pallino
p.s.
sorry for my incorrect english:shrug:
nice 1 :)
is this bonn/hbf?
okkio
07-28-2004, 10:58 PM
Hi all, I'm happy to announce I've finished the mesh, rigging, skinning of SM. I won't post the render, as it's similar to the previous post, the areas remodeled and adjusted were under the arm pits, and his pelvic area. I map and begin texturing him, and post progress asap. Thanks for your patience!!
littleball: Sono contento hai scrito ancora. Capisco it tuo englese, e poi scriveremmo cosi, tu in Englese, io in Italiano!! Mi dispiace 3d in Italia e cosi, pero, oh sentito questo era il caso. Ce un compania si chiama Milestone, fanno le graphice per i giochi. Pero ultra di quello non o trovato niente! Oh sentito ce lovovro di questo tipo in Francese, e Londra. Se non trovo lavoro in Italia, andiamo li. Addesso scrivo in Englese per tuti gli ultri!!
Kazumi
07-28-2004, 11:02 PM
nice update even though there's no pics:) i'm really looking forward for the final render:bounce:
AdrianWilliams
07-29-2004, 12:25 AM
:bounce: SWEET okkio!!
MassiveOverHual
07-29-2004, 01:56 AM
has anyone seen spiderman web swing from 2 story buildings seems a bit weird be better if they were skyscrapers that way he be able to fall a bit longer and faster
okkio
07-29-2004, 06:47 AM
MassiveOverHual: I'm not sure if you've seen the whole animation, posted at the begining of this thread in WIP status, though he does end up on some reasonable sized buildings, alot more than 2 stories. The reason they aren't sky scrapers in a big city is that I am putting together everything you see here. In an attempt to have it look as impressive as possible, and get the peice finished before the end of the year, I have had to make several short cuts, the size of the set being one of them! In the end I decided that comprimising the size of the set in favour of taking a smaller set to the level I was happier with was the better choice.
b23: Yes, and the cars are also from the same cd. Apart from that and the crane/ oil rig in the BKG everything is modeled from scratch. If I had a library of a full city I would have used the whole thing, and only focused on modeling the character and animating (the parts of 3d I enjoy) though I couldn't find anything that didn't look like primatives thrown together with standard shaders aplied. In the end I found it quicker and easier to achieve good results by creating textures in PSD, and then modeling around them.
4th child: Cheers!
littleball
07-29-2004, 04:00 PM
Hi all, I'm happy to announce I've finished the mesh, rigging, skinning of SM. I won't post the render, as it's similar to the previous post, the areas remodeled and adjusted were under the arm pits, and his pelvic area. I map and begin texturing him, and post progress asap. Thanks for your patience!!
littleball: Sono contento hai scrito ancora. Capisco it tuo englese, e poi scriveremmo cosi, tu in Englese, io in Italiano!! Mi dispiace 3d in Italia e cosi, pero, oh sentito questo era il caso. Ce un compania si chiama Milestone, fanno le graphice per i giochi. Pero ultra di quello non o trovato niente! Oh sentito ce lovovro di questo tipo in Francese, e Londra. Se non trovo lavoro in Italia, andiamo li. Addesso scrivo in Englese per tuti gli ultri!!
Hello...:)
Are you a free-lance or jobs in some company?
I can ask to you that software you use?
..also I am trying to make spiderman with Maya...but I have some problems with the texture and the UV...above all the web that it is in the "stocking mesh":) (nel suo costume/calzamaglia:) )
Bye..see you:)
Pallino
p.s.
sorry for my incorrect english:shrug:
Daniel-B
08-02-2004, 02:22 AM
I am really looking forward to seeing how you are going to do the webbing for Spider-Man's suit.
okkio
08-02-2004, 10:12 PM
It's coming, I'm just really busy at work at the moment. I've started mapping, though at this point it's probably going to be another week at least before he is fully textured, and comped into the BKG pass...
dafonz
08-03-2004, 03:04 AM
Cool animation...I really enjoyed it. The last jump seemed a bit wierd....it seemed like he was going backwards and then coming forwards again...probably coz of the camera move. Overall i think this should be a solid piece.
AdrianWilliams
08-03-2004, 01:18 PM
coolio okkio take your time its not good to rush your work:D
but if your not too busy could we see some more screen caps
in your sofa
08-03-2004, 01:47 PM
shweeeet!!!:thumbsup:
AdrianWilliams
08-20-2004, 09:08 PM
hay okkio buddy? whats up? long time no see?
okkio
08-22-2004, 11:07 PM
Thanks for keepin in touch 4th child. It's been a while since my last update, though I have done a little work. Not much, still working on the Spidey model, he's fully mapped, and I was texturing him, though have gone back to the mesh to model in the webbing on his suit. I couldn't get it looking like I wanted with texture/ bump, or displacement. I will continue to tweak it through the next few days and post it as soon as I have it done. Thanks again for the push!!
cg219
08-23-2004, 06:10 AM
Very nice animation, Most of the things that needed work were already mentioned, so I wont repeat them. Just want to say it was a good animation sequence.
raine
08-25-2004, 11:30 AM
very nice work!
The FreakyOne
08-25-2004, 04:45 PM
thats freaken sweet but i noticed an "inconsistancy in the webbing at 31 seconds, he shoots the web at the ball and it lands about 3 feet infront of him then it flickers and ends up about 10 feet infront of him and at another angle.
over all really spiffy, it was mentioned before and i thikn there ARE too many back flips. there are soooo many veriations u can do. if you are a wrestling fan just think about jeff hardy :) or some luchadors there always flipping around and doing crazy stuff, but jeff hardy would make a really cool reference.
http://www.wrestlingchaos.co.uk/minitrons/Jeff_20Hardy_20GIF_208.gif
this is the only image worth posting on google, try and downlaod some of his videos
and at the very end when he lands, the right arm deformation is kind of off andit looks like his fingers are penetrating the ground
exodius
09-04-2004, 10:53 AM
WAAAWWW what can i say anymore?
it's very good work.
yangmiemie
09-14-2004, 06:09 AM
very good!
i like it
okkio
09-15-2004, 12:24 AM
Hi guys, finally an update... very small one at this stage. I've been trying so many different methods of getting SM's webbing, both geometry and than texture. I'm going with texture which has meant I've had to spend a fair bit of time getting very accurate mapping (previosuly not in my 3d skill set...) I must stress this little image is not the final look of his suit, the colour bump and spec all need work, though as I now know the process moving ahead should happen quite quickly. I will update with the whole mesh asap... then back to rendering :)
http://www.okkio.com.au/images/sm_test.jpg
AdrianWilliams
09-15-2004, 12:39 AM
OMFG!! wow okkio i thought you had given up on this project :D
but your back now and you have made some killer progress hows things with the animation? and your work projects?
okkio
09-15-2004, 12:46 AM
thanks 4th child... no haven't given up, been slowed by work (which is finally easing up a bit and giving me some precious hours to work on spidey!) and by research for a suitable way to get his webbing/ texturing looking right. It should be much easier from here on in, I'll finish his textures over the week, then just finish the remaining areas of the set and render till my HDD's are busting at their seams! I'll keep you posted!
Thanks again for the support :)
andy_maxman
09-15-2004, 06:02 AM
hi okkio,
you mentioned here in the earlier posts that you were planning a making on the spiderman animation. is that up yet?
andy
okkio
09-15-2004, 06:07 AM
hey Andy, not till the project is finished. Probably a few months from now, when I'm happy with the final renders I'll see if there is any interest in a few pages of how each section was handled. If enough people are still interested I'll put it together...
AdrianWilliams
09-15-2004, 10:34 AM
well im totally interested you got my vote:D
Klaymen
09-15-2004, 11:13 AM
Yeah mine too
this animation rocks!!!
wturner
09-15-2004, 11:19 AM
and mine. Nice to see a fellow australian around these parts.
stipen
09-15-2004, 12:52 PM
Nice work....I wanna keep an eye on it !!
awesome job...
very good animation, show us the rig...
keep us update!!
Rjaniz
09-18-2004, 03:29 AM
I've been watching this thread for a long time now, eagerly awaiting each update from okkio. Dude, you so rock.
If you produce a tutorial or any other kind of documention on this animation, I will be MORE than interested in reading it.
Can't wait till the next update. Tell work to back off so you can finish! heheh
WeirdoStudio
09-18-2004, 07:28 AM
awesome.. can't wait till you update it again
EntityGhost
09-18-2004, 09:15 AM
Great job, especially in that time frame. To understand spider man, we must understand a spider, be faster with everything. All that i saw in your animation... spider man would do in 10 seconds... literally. Be faster, quicker. Spidey is a quick mofo, try to express that as best you can.
markw7
09-19-2004, 04:07 AM
All that i saw in your animation... spider man would do in 10 seconds... literally. Be faster, quicker. Spidey is a quick mofo, try to express that as best you can.
Maybe EntityGhost is right but I was just thinking the opposite. All I watched was the first demo but I thought it went too fast at points. Not too fast for spidey but too fast to enjoy. I want slow motion! Someone else mentioned bullet time. I think you've got him going at the right pace, a compromise between reality and fiction, but moments like when he swings around the light pole would imo be cool "slower", if that makes any sense.
There's a guy from Vfs who put up his reel recently with a very nice mocap Iron Man. He was dancing. It was f**king great. I wonder if Marvel ever looks over here for talent?
Keep going man, it rocks.
okkio
09-19-2004, 02:25 PM
Hi all,
thankyou for the comments. I have a little update, just mapping/ texturing. Still not final, though the hard part is over. There is still a little stretching in some areas, and the texture still needs a little TLC. The shaders are very basic. I should be finished his whole mesh by end of week, then I'll render him, and comp him into the current opening shot.
I then intend to re-render the opening 600 frames, where I'll take all comments to date into consideration.
http://www.okkio.com.au/images/sm_test_02.jpg
okkio
09-19-2004, 02:27 PM
the images wouldn't all load into 1 post....
http://www.okkio.com.au/images/sm_test_03.jpg
http://www.okkio.com.au/images/sm_test_04.jpg
Yiorgz
09-20-2004, 12:04 PM
Okkio, I've been following this work of yours for a while, it's looking good.
Look forward to seeing the finished piece. :thumbsup:
ps. This might interest you (if you haven't seen it already)
The real spiderman !!
http://www.pinwire.com/downloads-file-28.html
Also
http://www.parkour.org.uk/parkour_what.html
Jeroen
09-20-2004, 12:15 PM
It realy looks great
Can you show a uv/skin of Spiderman?
And the cars in the scene, the wheels, do they go around of is the car just moving?
And the scene, the cars, the building, the background, how long did it took for you to model it?
markw7
09-20-2004, 02:05 PM
The real spiderman !!
http://www.pinwire.com/downloads-file-28.html
OMG that guy is crazy! I was cringing watching it. What a rush though. He's more Daredevil (or Batman) than Spiderman, if you want to get all Marvel about it, but it *is* great reference material for how fast a human goes when he's flying through the air, which is not at a blur but at a rate which takes into account gravity and such.
What I forgot to say earlier was that I thought Okkio's poses while SM is flipping were dead-on. There's hangtime and also the sense the SM is enjoying himself.
Lotus7
09-20-2004, 02:52 PM
hey man!! looking really nice!!! dont stop updating ur work!!:bounce:
okkio
09-20-2004, 11:18 PM
Thanks for the replies guys. I'll post uv co-ordinates, the map, and final textured spidey shortly. I've finished and am just onto some minor tweaking.
Yiorgz: Yeah I've seen that guy before, he's a nut!! Hate to be his knees or ankles when he's 40 or 50....
switchblade327
09-21-2004, 06:23 PM
<<Great job, especially in that time frame. To understand spider man, we must understand a spider, be faster with everything. All that i saw in your animation... spider man would do in 10 seconds... literally. Be faster, quicker. Spidey is a quick mofo, try to express that as best you can.>>
I have to agree. The animation is good but it doesn't feel like Spider-man to me, mainly because it lacks that 'scurrying bug' feel. It's not only a matter of overall speed but also sudden gestures and movements. Rather then gradual movements and smooth arcs like a normal human, Spidey moves in the rhythm of a real spider, especially when crawling: FastfastfastSTOP(and hold cool pose)fastfastfastSTOP etc.
I also think it'd be cool to see more emphasis on holding his midair poses for a little longer. I'm seeing some of his cool, signature, mid-air flashiness but it's going from pose to pose a little too quick Getting into and out of the poses should be quick, but think of the actual mid-air poses as the pauses between his rapid movement from place to place. I think that would help a lot with keeping the action fast but readable.
okkio
09-21-2004, 09:37 PM
I can see what you both are saying, and agree to some extent (though all in 10 seconds would look very silly!) the faster sections of the crawl, then pause, then fast crawl, where orriginally my objectives, though I had problems bringing across believable weight. As I am re-rendering the opening section I will have a play with the animation, though from my past experience, in the tradeoff from the weight of the crawl vs bug like crawl style, I'll keep the weight and style as is. If I can get both to work, then I'm laughing!!
miqtidar
09-26-2004, 08:53 AM
Very nice work man
i love it
okkio
09-27-2004, 08:47 PM
Almost finished. Still a little work to do in the unwrap, and the bump/ spec/ spec colour may also need a little more attention. I'm currently rendering out a rotation now, will upload when it's finished. Let me know what you all think.
http://okkio.com.au/images/SM_0000.jpg
pureprplaya
09-27-2004, 09:10 PM
WoW WoW WoW.... I want to see another rendering of Spidey, the light reflections are bugging me a bit... but this is INSANELY AWESOME... WITHOUT A DOUBT, I LOVE THIS, it just gets better and better, I hope you have a close shot of Spidey in the video maybe a camera starting at his feet and rotating around his body just to show off what you did... Whatever, your the artist, my goodness... i oughta spend more time modeling if I ever want to do work like this and have people praise me like im doing to you.
Congrats
LaNtIs
09-27-2004, 10:07 PM
Wow, cool!
What software you use for Modelling\ìAnimate?
I hope you come in Italy for work! We need many good artist!
GhostFace
09-27-2004, 10:38 PM
Unbelievable, that was awesome. Reallly great.!! Thanx for sharing with us.
okkio
09-27-2004, 11:43 PM
Hey guys,
here is the rotation. Once again, still not finished. The mesh and map are currently mirrored, this gives the lack of webbing down his middle, I will correct this through the week. Still haven't sorted out the bump/ spec to my likings.
http://www.okkio.com.au/animation/sm_textured_compressed.wmv
pureprplaya: thankyou for your reply. Harsh lighting used to highlight muscle/ tecture/ bump detail.
LaNtIs: Thankyou for your reply. Modelled and animated in max 6/ cs 4.2. If I can find a good place to work in Italy I will come. I just haven't found a company specializing in character work who need a lead artist/ animator... let me know if you know of a company with those needs!
GhostFace: No problems, thanks for the reply!
okkio
10-06-2004, 02:01 PM
Hey guys, sorry these updates are so few and far between... I'm cuurently animating on a project that's 6 weeks from d day, so my free time is next to non existant!
I've done some minor texture tweaking, and skinned him..... FINALLY! That means I'm back on to animation. I will probably twaek the texture and skin weights once I've done a few renders in scene. These are just screen grabs to show the deformation I'm getting using just envelopes and minor vertex tweaking. It's not perfect, though I think it will look good in motion :)
I've also included the unwrap and maps for those interested. Simple colour map, with bump and spec sharing the same map, a spec colour of a kinda golden sunlight colour (20/60/220) I have been thinking of making a spec colour map, though haven't gotten to it yet.. not sure I'll need it.
Let me know what you guys think!
http://www.okkio.com.au/images/SM_skintest_01.jpg
http://www.okkio.com.au/images/SM_skintest_02.jpg
http://www.okkio.com.au/images/SM_skintest_03.jpg
http://www.okkio.com.au/images/SM_skintest_04.jpg
http://www.okkio.com.au/images/SM_skintest_05.jpg
okkio
10-06-2004, 02:04 PM
oops, forgot the maps:
http://www.okkio.com.au/images/sm_torso_full_for_web.jpg
http://www.okkio.com.au/images/sm_torso_bump_for_web.jpg
http://www.okkio.com.au/images/SM_unwrap.jpg
http://www.okkio.com.au/images/sm_legs_for_web.jpg
[/url][url="http://www.okkio.com.au/images/sm_torso_bump_for_web.jpg"] (http://www.okkio.com.au/images/SM_unwrap.jpg)
pureprplaya
10-06-2004, 02:15 PM
good god, you know im just going to say good things about this... great work
neversong
10-06-2004, 02:18 PM
wow... it's amazing.
never seen anyone did that nice street with GI.
plus, spiderman animation is awesome too.
-Hwasup Song
okkio
10-06-2004, 10:58 PM
Thanks guys, I'll try to keep the next updates a little more frequent.... I need to get this project finished!!
ryusen
10-07-2004, 01:30 AM
the arm pit and the butt areas are always bit*hes, aren't they? they give me hard times in skinning..
okkio
10-07-2004, 01:38 AM
the arm pit and the butt areas are always bit*hes, aren't they? they give me hard times in skinning..
yeah, they are a nightmare, as the mesh has greatest relm of movement in these areas. unless you use a muscle system where the skin can slide over a joint you will never have a perfect solution. I remodelled spidey over and over. my workflow was kinda like this,
model- pose- skin... no good,
revisit model- new rest pose- reskin.... still no good,
back to model, new rest pose...etc etc.
A good rule of thumb is to make your rest pose the mean of the movement your character will be reching in your animation. this is why my rest pose for spidey was legs half raised, arms half raised... this is like a half way point for most of his animation. If your character was almost always walking around with his hands down your modelled rest pose would be legs straight, standing, arms modelled down by his side... etc.
kretin
10-07-2004, 07:31 AM
Great work Okkio, looking forward to seeing the final anim :)
Just a little note on the test poses, watch the poses with the arms up, notice your arms rotate when they're in that position so the elbows face outwards instead of backwards. Also the shoulders rotate up more when the arms are in that position. Keeping an eye on those things will lend more realism to the animation as well...
fr3drik
10-07-2004, 08:13 AM
You really made that first part in only 55 hours? That's pretty fast! :thumbsup:
okkio
10-08-2004, 02:00 AM
kretin: you are ablsolutely right. I just grabbed the upper arm bones and rotated them staight up and down, not giving much thought to anatomic correctness in the pose, more just pushing the skin to both extremties, up and down, to see if it help up without too much mesh distortion. I will keep my eye on clavicle hight on my next animation pass for when he has his arms in the air. Thanks!
Fredrik Averpil: Yes 55 hours, they were a pretty frantic 55 hours as I initially did this for a pitch, and the deadline was extremely tight! thanks for your comments.
Sean121
10-08-2004, 05:46 PM
Okkio,
I think the animation looks great! The timing and weight is spot on for SM. I love the camera movement and structure of the whole piece..very dynamic!
Jeroen
10-09-2004, 10:38 AM
looks great
Where did you get the base of the suit, the structure of it?
Because you go a pattern in it
okkio
10-10-2004, 11:05 PM
Sean121: thankyou!
Jeroen: Not really sure I understand your question, but I modelled him in max, and textured his webbing pattern in PSD
-colour map, bump and spec map shown earlier in the thread. If you read back through the posts you'll see the evolution of the model. I was originally going to model in the webbing detail, though it ended up being a silly option, and on the advice of benjicon, who I work with, I decided to do it all in texture.
everyone: sorry there is no updates this monday, I went away over the weekend for a break from the computer. The project is progressing, though very slowly. I would prefer to take my time and make it exactly as I want it, rather than rush it after putting so much work into it. Currently the model is in the scene, skinned and textured. I'm tweaking the animation (his proportions changed throughout model and texture tweaks so the animation is a bit out...) and setting up the render of his character pass. To re-reder the whole opening section is over a weeks worth of rendering time, so we'll have to be patient!!
Thankyou all for your ongoing supprt :)
xLess
10-10-2004, 11:31 PM
i'm fun of the spiderman and i must say that,spidy isn't slow as you did.but totally awaysome job.
okkio
10-11-2004, 01:37 AM
xLess: Thanks for your comments. A few people have said the same thing, though I played around with him crawling faster, and seemed to lose realism/ weight. (I gather you and others are talking about the crawling section in the opening 600 frames??)
Jeroen
10-11-2004, 06:56 AM
webbing pattern, that was the word where I was looking for, sorry
Were did you get this webbing pattern from?
okkio
10-11-2004, 07:04 AM
I drew his webbing pattern myself in max using splines. I worked from reference photo's of spiderman from the web, just the regular publicity renders/ photo's.
workflow as follows:
Unwrap mesh, put unwrap onto box as a texture in MAX. Draw splines to replicate suit webbing pattern using the unwrap as a guide, (drawing in max over PSD as the control of splines in max is easier for me to work with than any PSD tools), render splines, bring them into PSD and create colour map, load colour map onto mesh: repeat process hundreds of times to get exactly what I wanted.
CuTnPaste
10-11-2004, 01:43 PM
Wow....a really big work !!
I mean, the project is really complex to manage ...
I don't want to judge heavy the first version of the movie....I'm sure it is a wip !!
The skinning is not at the top .... the animations are sometime good and sometimes not...
btw
GO GO
:applause:
okkio
10-11-2004, 10:56 PM
CuTnPaste: Thanks! You're right still WIP, and taking forever!
Aridiel
10-13-2004, 02:06 AM
man, that spiderman animation is just awesome!!!
okkio
10-13-2004, 07:45 AM
Aridiel: thanks!
benjicon
10-19-2004, 01:15 PM
C'MON GODAMMIT !!! more updates , you got to get this thing done !! more updates , pleanty of time to sleep when your dead !!
: )
andy_maxman
10-19-2004, 01:31 PM
C'MON GODAMMIT !!! more updates , you got to get this thing done !! more updates , pleanty of time to sleep when your dead !!
: ) hey mate -
mind if i make that statement my signature....??
okkio
10-24-2004, 02:07 AM
Hi all. Another small update. SM is textured and comped into the opening scene render posteed earlier in this thread. Nothing in this is final, still tweaking animation, still working on the sets for buildings in the BKG, movement in tree's, extra characters and set dressing etc. All to come in due course... Any crits most welcome.
http://www.okkio.com.au/animation/SM_street_begin_02.wmv
nubian
10-24-2004, 02:26 AM
Hi all. Another small update. SM is textured and comped into the opening scene render posteed earlier in this thread. Nothing in this is final, still tweaking animation, still working on the sets for buildings in the BKG, movement in tree's, extra characters and set dressing etc. All to come in due course... Any crits most welcome.
http://www.okkio.com.au/animation/SM_street_begin_02.wmv
i think the suit is a bit too shiny.
but anyway it's great work.
DevilHacker
10-24-2004, 02:48 AM
Hey man THIS IS BAD-ASS!
I can’t wait for more updates...
The only thing that I fell is a bit off is that the city looks as though there is only one resident...
(More people on the streets would be cool)
Keep up the good work! :thumbsup:
markw7
10-24-2004, 03:00 AM
Looking sweet. The costume looks great, except for the aformentioned shininess. I was in the slower movement camp before and still am. His three short leaps seem too fast to me, particularly the third because the distance is further while the time is the same. But I suppose it does feel like a spider, so if that's what you're going for then goal achieved. The pirhouette or whatever you call it is very cool.
okkio
10-24-2004, 04:29 AM
thanks guys.
I will bring back the shinniness of the suit.
In regards to pacing, please remember that this scene is the begining of a joy ride through the city. He is not running from or too anything, just exploiting his incredible abilities. He starts stationary on a wall, from a quiet street scape. His crawl is supposed to be pensive, a warm up to his position on top of the building he climbs. He has a quick look around the city he is about to dive into, then after the dive the pacing builds until he lands after 1200 frames. If I start him out too quickly I undermine the pacing of the animation as a whole, not to mention lose weight and believability. If you want some reference for the pacing I'm after, have a look at the second disk from the spiderman 1 DVD, the test animation for his character. He doesn't always have to be doing everything at 100 miles an hour, especially if there is no danger promoting his movement.
So in short, the pacing is staying as it is, I am however, tweaking the speed of the leaps up the wall. First and third currently too quick.
There will also be more people in the street scape/ more set dressing etc before final render.
Cheers, Tim
Jeroen
10-24-2004, 10:13 AM
Looking great.
Only Spider man does not fit in the environment, he glows too much I think.
But it all looks very attractive.
okkio
10-24-2004, 11:02 PM
Jeroen: Thanks, that seems to be the common consensus. My first render was very flat, all the spec and bump detail of his suit was lost until he rounded the corner, so I over compensated! I guess after putting so much work into trying to get his suit right I wanted it to show :) I'll be setting off another render soon.
Cheers.
Jeroen
10-25-2004, 04:47 PM
I can imagine that (that you want to show the suit)
I don't now witch software you use there is an option in Softimage that when you put an material on an object you can activate "refraction).
Don't now if you tried something like that but it makes a ball look round or something (discovered it recently :D)
kobeone
11-18-2004, 06:03 AM
any updates coming?
okkio
11-18-2004, 09:02 PM
I haven't abondoned spidey... though he's been on hold for the last little while, as I'm currently animating on a film which is 2 weeks from completion. As you can imagine the looming deadline means I'm focusing all my computer time on getting the film out the door. I'll be taking a few weeks over christmas and will definately attempt to at least finish the opening shot (which has taken me about 6 months longer than I was originally anticipating, and make some progress on the following shots.
cheers, Okkio :)
AdrianWilliams
11-19-2004, 04:26 PM
YAY:bounce: thats good news, umm can we ask what film your working one?
ace4016
11-19-2004, 05:57 PM
the ani8mation looks pretty good, cant wait to see an update.
tmahony
11-19-2004, 06:31 PM
Fine work okkio! This looks great! I'm very impressed. I'll keep my eye on this one.
-taylor
pureprplaya
11-19-2004, 07:13 PM
my god im gonna pee in my pants... its looking great man
okkio
01-03-2005, 08:50 PM
Hello all,
as promised here is my post holiday update for the opening scene. There are still a few minor problems, I've yet apply much thought to colour correct or grading in the comp, just blur for DOF.
http://www.okkio.com.au/animation/street_begin_02.wmv
Things added/ fixed:
-More pedestrians
-more cars
-spiderman animation tightened
-spiderman materials tweaked (particularly the spec map)
Things I may address if time permits:
-add some birds flying in the distance to make the city seem a little more alive.
-adjust the van animation as it turns, it's still a little off.
In general I haven't pushed it as far as I was hoping. I just don't have the time, and need to get it finished. I will be moving onto the next scene before addressing these problems, though progress will be slow as free time is minimal for me these days!
A note about the forum, since my last post animation specific forums have been added, should this thread be moved into the animation WIP forum? If so how is it moved?
okkio
01-03-2005, 09:06 PM
4th-Child: sorry about the late reply. I was working on Peter Cottontail, which won't be released for quite a while. I had a two week break over christmas and now I'm animating on another feature for cinama release, the name of which I'm not allowed to disclose... sorry!!
ace4016: thanx. sorry the update took so long!
tmahony: cheers!
pureprplaya: glad you like it!
JackZhang
01-03-2005, 09:56 PM
how come no one rate it? i gave it 5 stars. it rocks.
~25th second, that flip in the air, kinda hard, i mean the body.
~35-36th second.when he walk on the roof, he's gravitational point seems off the center, as he's walking on the moon. should add a bit gravity-feeling in that second.
But it rocks!
JackZhang
01-03-2005, 09:57 PM
one more question...
why is an animation here in the still-image section?
blueglitchman
01-03-2005, 11:51 PM
looks great Okkio, i gave it five stars! :thumbsup:
okkio
01-04-2005, 12:01 AM
JackZhang: thanks for the stars! All the animation past the newly rendered section just posted will be tweaked. The sections you talked of (especially the flip onto the roof) will be completely overworked. The roof section is in my opinion the weakest point of animation at present.
It isn't in the animation forum as I started the thread when the animation forums were not around, I'm not sure how to move the thread, and am scared to do so in the event I lose it!
blueglitchman: thanks for the stars!
benjicon
01-04-2005, 12:27 AM
Hey dude ,
looks sweet man, now I feel like I need to get my finger out too : )
This is such a complicated scene , but I think in the context of the whole peice ( when all of the other animaiton is added ) , the little bits and peices which you could fiddle over for the next 6 months will pale into insignifigance , definately time to move onto the next bit , looks insanely good btw.
Ben.
okkio
01-04-2005, 02:18 AM
benjicon: Thanks for the support and advise, you're so right.
I will do a little tweaking in post after the other sections are rendered, other than that, consider this scene finished!
And yes, you should get your finger out with your bike short, especially now work isn't an exuse!
JackZhang
01-04-2005, 04:22 AM
i like your robot girl ani also.
specially your cam movement. i find it exciting!
okkio
01-04-2005, 04:32 AM
JackZhang: thanks... that's pretty old now. I was happy with that animation, though the design of the model is a little off, I think it may have been my first full character model. I've worked quite hard on my camera animation over the last few years, as traditionally it was a weak point for me. Glad to hear it's paying off!
golly
01-08-2005, 09:39 AM
hey Okkio
'sup?
Nice work on spidey dude. Haven't seen it in a while and you've really polished it.
I know you're busy and are probably sick to death of people picking it to pieces, but since this is a crit forum, and you wanted advice from all comers, here goes.......
~ 6 secs Tarago van at the lights......there's a funny glitch as it disappears off screen......probably a GI thing.
~ 10secs As Spidey gets his left foot onto the first window frame, he doesn't catch his weight as this foot starts to grip..... I reckon a slight hesitation here to catch his weight would help.
~ 12secs as Spidey makes his first leap up......he leaps away from the wall, when all his momentum is driving him up....bring his CG in towards the wall and don't arch his head inwards so much.
As he lands from this leap, he is in the recovery pose, so there is no weight catch.....if he gained so much momentum from a leap, where did it go when he lands? (I know he's jumping against gravity, but he'd have a littl bit of a settle before he continues, right?)
~ 17secs 2nd leap up...the antic isn't strong enough...he just tucks his head in...whereas he'd need much more downward antic to justify that upwards energy...great combined landing and antic for 3rd leap though.
~19secs....mid 3rd leap up. Left Arm pose is real weird and distracting during the leap. His left arm is somehow losing momentum until near the landing where it disappears in a flurry of moblur (where did that arm momentum come from to cause that moblur?) His head is also tucking in too much ...... when people leap around , they get their head up and towards the target.
When he lands, his reaction and settle is as if the gravity is coming from screen bottom, whereas he should also settle into his weight which is screen right.
~23secs. Love the anim of him getting onto the roof. His last pose is let down by his head pose....His head is tilted back too far for that shoulder pose and looks unnatural. You can see what I mean when the camera finally passes the corner of the building, check out his throat...poking right down eh?...go over to the mirror and duplicate that pose!!! Ouch!! I reckon tuck his chin in a bit or lower the arch in his upper back.
Can't fault the texturing or lighting. Nice work indeedy.
Yes, I know , I'm being very picky.....but our Timbo can handle it, can't ya?
How's Maya treating you, anyhow? keep us posted.
ciao
okkio
01-09-2005, 09:22 PM
Hey James,
thanks for the in-depth reply! I agree with your points, though I've fought a tug-of-war between super human spidey ease of movement, and realistic human movement for the duration of this peice. Many of the points you mentioned have had attention paid to them, only to take away from the spiderman nature of his movement... it seems tweaking at this point is going one step forward, one step back. I guess I could keep revisiting it until it's perfect, or as perfect as my ability allows, though considering I'm only half way through the sequence, and I've the rest of the city to build texture and light I think I'll take Ben's advise and move on!
I see you're hiring, good luck with the work!
Hey dude ,
looks sweet man, now I feel like I need to get my finger out too : )
This is such a complicated scene , but I think in the context of the whole peice ( when all of the other animaiton is added ) , the little bits and peices which you could fiddle over for the next 6 months will pale into insignifigance , definately time to move onto the next bit , looks insanely good btw.
Ben.
okkio
01-10-2005, 05:00 AM
golly, I forgot to mention that having critique as in depth as yours is invaluable, if you get a chance to post some critique on the scenes to come whilst they are still WIP that would be greatly appreciated!
golly
01-10-2005, 05:12 AM
Okkio, you know I will, baby!
I'm only being picky coz I love ya! (and it's coz not my work)
Can't wait to see the rest. I'm just surprised you've got the time.
Rock on the spidey dude....
:buttrock:
okkio
01-10-2005, 05:19 AM
cheers, you're a legend! Be as picky as you can be... I respect your opinion, and I won't be learning if you don't! As far as having the free time... I don't... which is why it's taking me so damn long to get this wip out of here and into the finished work gallery!!
In regrads to Maya, it's not bad... modeling bites, but I'm told the best shows itself in the animation process, I'll let you know when we get there!
ace4016
01-10-2005, 05:26 AM
The animation looks great. At the end of the clip he starts foward movement (or so it looks like) without his web coming out or catching anything yet, seems odd to me.
One thing you can ignore comletely is that i think by the time he crawled up half way up the building he would have started spining his web, especially being that its the day time and he rarely goes out on partol during the day meaning he's in a hurry to do what he's got to do. I'm just noting it to you, wouldn't want you to scrap what you have since i know it is a ton of work to get what you have, you can pretend i didnt say it at all.
How much more will spidey do after the jump?
okkio
01-10-2005, 05:36 AM
ace4016:
thanks for the reply. His web will be done as an effect in another pass. It will probably be the last thing I do after all the animation is done.
what you just watched is half the whole sequence. If you want to see WIP of the entire animation (proxy mesh/ texture/ lighting etc) have a look at this:
http://www.okkio.com.au/animation/S2_1stPass.avi (also posted at the begining of this thread)
everything in this orginal anim is heavy WIP, as you can see from the progression of the opening seq.
Regarding Spidey spinning his web earlier, the reason behind this animation is to show off my animation ability as much as possible. It's for this reason I'm doing spidey, he crawls, jumps, runs, walks, basically he covers many types of movement in a very dynamic manner: thus is the perfect challenge. I wanted to exploit these different aspects as fully as possible, in daytime so the animation is clearly visable. what spidey would and wouldn't do due to his position in society wasn't really a concern to me! thanks again :)
iNFERNiS
01-10-2005, 06:40 AM
http://www.okkio.com.au/animation/street_begin_02.wmv
Awesome work! I love the overall look, lots of things going on, cool camerawork, nice textures and render!
Animation is excellent too, just a few parts where it looks a bit "unnatural", even if it's spidey, he still has to obey the laws of physics :D. But i'm sure you noticed that yourself.
I really like the part when he jumps of the building, to bad it cuts of there, hope to see more soon, can't wait :)
okkio
01-10-2005, 06:50 AM
iNFERNiS: thanks, more coming shortly. I'm working on the concurrent scenes whenever a bit of free time comes my way (not as often as I would like!)
Kizza
01-11-2005, 04:58 AM
This is looking awesome. Very inspirational.
My only bit of C&C is that in the file sm_textured_compressed.wmv Spidey's costume has some beautiful shaders but they don't show up so much in the final renders. Probably due to distance I guess. Particularly the blue area on his suit. This might have been previously mentioned but there's alot of posts to read through.
okkio
01-11-2005, 05:13 AM
Thanks Kizza, the material is different. I felt the material in the test renders I did was too plasticy. Especially in movement. He looked like a plastic toy. I think this may have been due to spec and bump detail for the honeycomb like texture of his suit. As I didn't have enough time to trouble shoot a proper solution, I simplified the spec and bump maps to 2 tones. Highlight for the webbing, and flatish for everything else. I also opted to render the character pass with spec shadow and everything else embedded in one pass.
Not optimum as I lost depth and control, which may be what you're noticing, though at this point my project is all about compromise... without it I'll never finish!! I originally expected to have this finished half way through last year. At this rate I'll be at least a year late if all goes well!! (which it never does...)
Kizza
01-11-2005, 05:32 AM
Haha, well that's understandable then.
nomadicrain
01-12-2005, 03:50 PM
Okkio...I love the direction this is heading. I am just wondering what you used for reference to model spidey. I have been looking for some good reference but have not found any. Thanks for any help man.
Raytrace_Man
01-12-2005, 06:10 PM
That is really, really great. The city is well conceived, the textures, though place-holders are just fine, and I love your keyframing abilities.
Great stuff.
Let's see a Silver Surfer one now. My Fav!
--RAy
Raytrace_Man
01-12-2005, 06:26 PM
Not only can you see some great animation in the films (clearly),, but also in the Xbox and PS2 games (Spiderman 2), you can get some great ingame graphics of Spidey swinging around town.
Even though they are ingame animations for swinging, jumping, and acrobatics, they are good starter points.
Your animation for Spidey is quite amazing (no pun intended). THe way he moves his joints, and the speed of the keyframing is great. My only problem is when he jumps up to the top of the roof eve, he pauses there for too long. Spidey can lift 10 tons, and can swing all day on a thread of webbing--he doesn't need to take a beat after a jump to continue on...If you cut that beat down just a hair shorter, it would look more natural--for Spidey, and for real-world.
Amazing stuff.
Nuff said.
--RAy
nomadicrain
01-12-2005, 06:36 PM
Those are great refs for animation but I am actually hoping to find a model sheet of spidey to make modeling easier.
erich2076
01-12-2005, 10:02 PM
can you tell me your v-ray setup to get the clay/miniature look in your early wips?
i think they are great and i love that look and would like to replicate it (using the demo of v-ray)
thanks very much.
Raytrace_Man
01-12-2005, 10:06 PM
You can disregard what I said above about the video game Spiderman 2...
At the time I posted that, I couldn't get the very first animation d/l on my computer at work. Then I got home, and it worked. And of course those of us who played the game realize that you DID incorporate all the moves you used from the game...Spoiler? Sorry. The back flip, the acrobatic upside-down flip, the running up the wall....the way you swing...all from the game.
And that's not a bad thing at all...that's the reference I would have used. Bravo! Well done. Seeing him fully textured and seeing the rest of the animation....WOW! Impressive. I saved it to my CGI Movie Fav folder...great job.
--RAy
nathanwallis
01-12-2005, 10:25 PM
ne ne ne ne nice!!
Love the final shot where he goes high in the air to his landing, I am of course referring to your original post, haven't been reading all the way through. Also like how you kept some of the same camera moves as seen in the spiderman movies.
Peace Out
Wally
Australia
okkio
01-12-2005, 10:42 PM
Raytrace_Man: Thanks for the reply.actually I've never played any spiderman game. I don't play games at all. I've worked on cinematics for games, though never played them. Apart from the occasional 1st person shooter at work, though that's once or twice a year.
For reference, I went from memory of Spiderman 1, and my imagination. I also grabbed about 10 drawings from the net of typical spiderman poses from original comics, to help plan out the sequence. I'll post the images I used when I get the chance. (the animation was choreographed prior to Spiderman 2 being released.)
As far as the trailer for the game, I originally animated this piece (the original avi posted at the begining of this thread) for a pitch for the spiderman 2 game, maybe around 6 months before the movie was to be released. The pitch was won by blur studios, so I didn't actually work on the game at all. I decided to take the animation test and refine it for my showreel.
nomadicrain: the spiderman model was done from my imagination, only using anatomy books as reference for muscle layout. The mesh was derived from my ogre WIP (check the link in my signiture) He was modeled from a design I sketched out a few years ago. I simply took the ogre mesh, and pushed and pulled it into spideys current shape. For texture ref I simply searched the net for ref from the movie (there is a ton of it)
Lucas: thanks!
ace4016
01-13-2005, 12:17 AM
nomadicrain: the spiderman model was done from my imagination, only using anatomy books as reference for muscle layout. The mesh was derived from my ogre WIP (check the link in my signiture) He was modeled from a design I sketched out a few years ago. I simply took the ogre mesh, and pushed and pulled it into spideys current shape. For texture ref I simply searched the net for ref from the movie (there is a ton of it)
That must have been a lot of pushing and pulling. How long did it take to make spider-men from the orc?
okkio
01-13-2005, 01:50 AM
It actually didn't take too long. I used soft select in max (i'm now working in maya, it would have been hard to do it using maya's soft select tool!) the main shape took about a day to pull into shape. The advantage being I then already had a decent topology following major muscle groups. I then spent quite a few more days culling back the definition and trying to get it to look more realistic and less stylised and exagerated. I think it would have taken me longer to create the model from scratch :)
okkio
01-19-2005, 09:40 PM
Hi all.
I have deleted some files off my server to create space, so earlier links in this thread will be broken. From now on each update will overwrite the last, and will contain the entire animation from the begining through to the point currently in production. There will be a timecode, and a brief explanation of the current state of animation/ rendering in each scene.
this update:
sc01- 95 % finished (may stay this way)
sc02- to be re-rendered, (colours and levels way off)
sc03- animation WIP, preview only. This scene will be uploaded in preview state only until the animation is locked off, so I only set dress and render what will be seen by the final cam. Some people have mentioned spideys straight/ stiff legs at time (27:27) this will be addressed.
-there will be no shooting web until the end. It will be the last thing I do.
C+C most weclome. You now have a time code to help reference accurately (this is for you James!) Though please understand, to finish this animation some time this year, I will be deciding what has to be done, and what I will let slip through (unless by some mirracle I find some more time!) Please get all animation feeback to me whilst I am still in preview mode for sc03, as once I start rendering I won't be changing animation!
http://okkio.com.au/animation/sm_comp_01.wmv
enjoy
golly
01-20-2005, 02:11 AM
Ok dokey Okkio, timecode is great for crit.
Downloading the new one now.
okkio
01-20-2005, 02:21 AM
I'm bracing myself! :)
golly
01-20-2005, 02:35 AM
grab that barrel and a leather strap to bite on!
heh heh, sure it's nothing you're not used to, up at da lab.
okkio
01-20-2005, 02:38 AM
they lock us in a dungeon and whip us for days on end for hyper-extensions... don't even ask what happens if we let through a little foot slide....
how is your hiring going?
golly
01-20-2005, 03:00 AM
I couldn't afford you, if that's what u mean re: hiring
Otherwise still waiting till the 31st. Seeing what the postman brings. Some real goodies so far.
Oh. Almost forgot! I found a copy of that robot building himself animation you did ages ago. Classic!.
Can I post it up for all to see??? Can I, can I? <evil laugh>
ace4016
01-20-2005, 03:18 AM
Well so far I can say at around 30sec where he throws another web and does that "rotate into the right position after sling the web" thing, could be slowed down just a tad. It looks great, glad your almsot done. I'd like to see that "robot building himself" clip golly has found.
okkio
01-20-2005, 03:31 AM
Golly has the advantage of being my animation teacher all those years ago... thus he has some of my first ever character animations, this robot thing being one of them. If he posts it, I'll get one of the hit-men from the lab to bring him down to the dungeon and whip him until he forgets what the word animation means!! Just joking... I was actually thinking about that animation just the other day... I'd forgotten about it. In my mind it's not so bad... though I'm sure the reality of another view could prove otherwise, so I think I'll just leave it there for a while longer! If he does post it, I'm sure I can dig up some dirt of his!
Regarding the whip into his second flip... it was exagerated intenionally, a little over the top I know... but i like it and will leave it unless I'm the only one who likes it that way. In that case I'll flip a coin!!
thanks for the replies...
golly
01-20-2005, 03:53 AM
Don't worry Okkio, I wouldn't dare.
Okkio was my lead on a recent job, so he's got all my first drafts, fixups and finals. Plenty of ammo to choose from, if pressed. :twisted:
So put that dungeon key away and get back over that barrel, boy-oh
blueglitchman
01-20-2005, 04:10 AM
golly... please post it :D
okkio i am downloading it right now :)
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