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jayreef
09-09-2005, 11:09 PM
well, after a lot of point crunching

its the dancing queen.... clarence :)

5 mb load 3ivx :thumbsup:

http://homepage.mac.com/orions8/guns'n'posers/clarencedancing.html

back too rigging and stuff :wip:

as a foot note, what a learning curv- applying .bvh files in motionbuilder, lol.... :applause:

btw Elad clarence ended up at 20,000 polys :thumbsup:

Elad
09-10-2005, 12:07 PM
WOW! Thats so awesome, I can't stop replaying it. :drool:

So is this actually how the model is going to be rendered? If so, we're gonna need some matirializing and texturing which I am keen to make. But I'd need the current model for that.

Great seeing this, never thought you'll have it done so quickly. Keep it up!

Elad.

jayreef
09-10-2005, 01:26 PM
if you get hold of the fbx import for your app Elad i will fire the file over to you for texturing set up :thumbsup:

jayreef
09-13-2005, 09:36 PM
hey guys, time for an update

myself and Malcolmj have been in lengthy conversations regarding music, dialog and all the likes

the upshot is, the script has been time coded now to scenes and segments, it is rough, but should be 5 mins long in total to the end of the final credits

this gives me something to work at for the animation, and Malcolmj something to work at for producing the entire music score

I am going to take on one character voice BUT AM LOOKING FOR A VOLUNTEER FOR ANOTHER PERSON TO RECORD THE LINES FOR A CHARACTER, AND PASS THEM ON TO ME SO THEY CAN BE CUT/SPLICED ADDED TO ANIMATION, AND TAKE A STARING ROLE

Anyone interested, please let me know :)

thats all for now folks :thumbsup:

malcolmj
09-20-2005, 09:27 PM
Hi all,

Here's a WIP of the first 20 seconds of the Guns N Posers soundtrack based on the timed version of the script:

http://www.24track.net/gnp_tests/guns_n_posers_scene1.mp3

(MP3, 752KB)

It covers the opening "brooding" scene of the war, up to the point where the tennis ball rolls into shot (20 seconds). SFX of the "mighty battle" will be added over the top of this music.

More to come ....

Cheers,

Malcolm.

jayreef
09-21-2005, 07:14 AM
Awesome stuff Malcolmj :applause: :)

jayreef
09-23-2005, 07:58 AM
this should interest Elad

whilst working on a few different aspects of the project at the same time, i am still ironing out work flow before all the serious animation starts

this very rough animation is

rigged in Maya - animated in Motionbuilder - animation applied in Maya - smoothing re-applied to 1 level subdivision - then rendered in Maya

which goes back to our previous conversations about

doing the model to high poly count so you are happy with it (3DS max), then taking all smoothing off to pass the file for rigging (maya), it can then be animated at low res, and then smoothed for render :)

i might texture this as well, or continue with the run animation, get it how i want it, then texture it, just to complete the loop, and the entire work flow cycle :thumbsup:

http://homepage.mac.com/orions8/guns'n'posers/smoothed-anim.html

hows the battle model coming along BTW :love:

jayreef
09-25-2005, 12:11 AM
bit of an update :)

cool learning curve this weekend on UV Texturing, and the workflow seems one step closer.

first time i have approached this subject, and it seemed like a challenge, but nothing too extreme, and this point seems to be the finding for the day

texture before rigging :wip:

the following is a test of piece that was :-

modelled (in one app) - rigged in another - animated in a third - brought back to the second - smoothed in the second (all ok at this point lol...), - textured - and then rendered.

http://homepage.mac.com/orions8/guns'n'posers/swimming.html

notice the "swimming texture" lol... hours of research on this subject followed i can assure you :cry:

and we have at the end a workflow, untested, but next on the agenda :)

model (any app) - texture (render app) - rigg (render app) - animate (animation app, this case Motionbuilder, cause it rocks) - import animation to model in render app - render scenes

soooo.... back to the drawing board, and texture the models before rigging

but hell.. you gotta love the quest for knowledge :)

malcolmj
09-26-2005, 05:16 AM
notice the "swimming texture" lol... hours of research on this subject followed i can assure you :cry:


Is that the new "disco" effect you've been working on ? :)

Have you had any luck tracking down some people to help with the voices?

Cheers,

Malcolm.

jayreef
09-26-2005, 06:49 AM
hey Malcolm :thumbsup:

yeah, i went for a real 70's disco approach, works too i think :p lol.....

as a matter of fact, Maronson from the Pygmalion colab project has started to record the armourer, he sounds AWESOME

so i am one voice short, but have an idea about that

and i must be a microphone today :wip:

malcolmj
09-26-2005, 06:54 AM
as a matter of fact, Maronson from the Pygmalion colab project has started to record the armourer, he sounds AWESOME


Great news! Once the dialog is recorded we can really lock down the timings! :thumbsup:

Cheers,

Malcolm.

malcolmj
09-29-2005, 09:36 AM
Hi Jay,

Thanks for sending the Armourer files through. Got a couple of concept treatments for you to listen to:

"Commander Armourer"

http://www.24track.net/gnp_tests/armourer_test_1.mp3

"Heavy Weapons Armourer"

http://www.24track.net/gnp_tests/armourer_test_2.mp3

..... or we could go with the original Armourer sound, which you've already heard. :)

Let me know what you think.

Cheers,

Malcolm.

jayreef
09-29-2005, 11:43 AM
i love clip 1 malcolm :applause:

"Commander Armourer"

maronson
09-29-2005, 06:42 PM
It's hard to believe that either of those are me!

TheFreak
09-29-2005, 07:40 PM
This is all looking so very cool at the moment. You guys are doing some great work.

I am having a little artistic block at the moment, hopefully i'll shake it soon.

Keep up this great work.

Ciao

malcolmj
09-29-2005, 08:36 PM
i love clip 1 malcolm :applause:

"Commander Armourer"

Cool. I've processed all of the Armourer voice now. You can listen to it here:

http://www.24track.net/gnp_tests/armourer_processed.mp3

(1.63MB)

Just use this as a guide at the moment. The processing won't change but the timing might.

Cheers,

Malcolm.

jayreef
09-29-2005, 09:26 PM
awesome job Malcolm :applause: :applause:

and to Maronson, fantastic job on the reading :love:

thanks :)

malcolmj
10-01-2005, 12:24 PM
Hi all,

Made a bit more progress with the Armourer section of the script (specifically where the Armourer first appears). This:

http://www.24track.net/gnp_tests/armourer_temp_mix.mp3

(1.8 MB)

is a very rough mix of the scene so far. Levels still need to be automated so that things sit better in the mix.

I've put temp SFX in for where they turn to view the battle through binoculars. A lot of the SFX won't be able to be locked down until I have some vision to work to.

Cheers,

Malcolm.

jayreef
10-01-2005, 03:42 PM
great stuff there malcolm :applause:

loving it :love:

hopefully my microphone will appear soon for the other characters, i have a load of visual stuff to get on with, and hopefully we can get back on track soon from my end :)

jayreef
11-04-2005, 06:27 PM
update on the project status.

things have ground to a halt at the moment, a few reasons,

the first being that texturing is proving to be very careful, (hats off to good texturers like Softdistortion, that deal in cross platform files from people. How to texture a single object file [character .obj], when the map of the character pans out thousands of poly's on the same sheet, is proving very challenging. I have toyed with the idea of remodelling, and texturing the seperate parts in the same app, and am still playing with this idea at the moment.

besides all that, i have some personal business to deal with, and its going to be ongoing now for the next 3-4 months,

so reckon the deadline will not be met on this project at the moment, sorry to disappoint,

but as things progress, will let you know, especially when i find a solution to the texturing dilema

http://img.photobucket.com/albums/v63/orions8/clarencemap2.jpg

softdistortion
11-04-2005, 06:58 PM
update on the project status.

things have ground to a halt at the moment, a few reasons,

the first being that texturing is proving to be very careful, (hats off to good texturers like Softdistortion, that deal in cross platform files from people. How to texture a single object file [character .obj], when the map of the character pans out thousands of poly's on the same sheet, is proving very challenging. I have toyed with the idea of remodelling, and texturing the seperate parts in the same app, and am still playing with this idea at the moment.



Just checking the other teams out and saw this...first.. :blush: :) Thanks for the compliment.
Second, that looks like an atlas UV which is a terrible way to texture. You would be best to delete that map and do your own unwrap. You don't even have to do a whole unwrap to make it look good. Here's (http://softdistortion.com/shirowforum/viewtopic.php?p=1664#1664) an example of a semi unwrap method I use to add wear and dirt on specific areas only

jayreef
11-04-2005, 07:02 PM
thanks softdistortion, i will check it out

i am very new to this texturing thing, and its a whole new ball game altogether :D

jayreef
11-04-2005, 09:31 PM
great tutorial SD, thanks :)

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