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mttjss
08-25-2005, 01:30 PM
1st Pass (http://www.art-by-matt.com/gallery.asp?gal=3d)
(click on link - Pass 1 (image on left)

this is my 1st pass at getting the motion down for the box lift.
Please let me know what things look funny.

thanks. :thumbsup:

studiomaxer3d
08-25-2005, 01:40 PM
I had trouble seeing this. After messing with it for a while I was unsuccessful. Maybe try posting this in another format and you might get more feedback.

adam-crockett
08-25-2005, 07:34 PM
I finally got it to play.


Blocking: for a significant part of the animation, the box is in front of your character, and we cant see his animation.
A couple more poses for him actually lifting it: There are a few poses for him scooping the box off the ground, then he snaps to a standing position. How about some poses where he's hefting it off the ground. It would help the box look heavy.

mttjss
08-25-2005, 10:26 PM
thanks guys.

I will add a quicktime version up there later tonight so it might be a little more accesible. Not sure why its working funny.

I will render from a couple different views as well. That way the box is not blocking the character.

I also did add a few keyframes right between where he is starting to pick the box up and where he is standing with it..once again, when I re-render it I will upload the new one.

Thanks for the critiques. Any advice on the timing? something doesnt feel right.

Aluuk
08-29-2005, 05:55 AM
Heya,

Yeah like was said before...to me the biggest thing is you need to change your camera angle. Pick a camera angle that will give you a good silhouette and composition :). Then build your poses so they are the best possible poses from that camera's view point. It really doesn't matter what the poses look like from any other view except the camera's view (unless your doing video game animation:bounce: )

mttjss
08-29-2005, 07:50 PM
thanks guys - just been hectic and havent had a chance to post. I will post one tonight with a better angle.

couple questions about that -

do you set your camera views first? I guess if you had exactly what you wanted, penciled out then that would be your camera angle.

is it really a matter of a waste of time to animate from all views, or just animate what you see? I guess that is one thing I have gotten a bad habit about doing is animating the whole rig no matter what side you see.

I think I can make some pretty decent poses when I animate pose-to-pose - my problem is getting to that next step of adding the betweens. Some say they animate on 3's or 4's which seemed simple in 2d, but I am confused when it comes into 3d.

just trying to figure out the best methods.

adam-crockett
08-29-2005, 08:13 PM
In games, it doesn't matter. you may see an animation from any angle, so you want it to look good all the way around. If you are animating a player character for a 3rd person camera, then the dominant camera angle is most important to consider, but it should still look good all the way around.

For movies, the camera angle is VERY important. That is what the viewer will see, so that is what you must play to, and make it look good from that angle. Keep in mind, however, the director might ask for a different camera angle. So it doesn't hurt to consider all other angles.

I like to make a pose every 5 frames, then adjust timing all over (slide this pose over 1 frame, that pose over 3 frames etc). Then turn off stepped keys and polish polish polish. Just my way of doing it sometimes. There is no right way.

If Im doing a game cycle, walk run idle etc, I dont even fool with stepped keys, I just plant some keys and mess with the curves.

mttjss
08-30-2005, 02:30 AM
ok - here is an updated camera view - I want to show the box lift froma front view, so this was the best view I could do without completely blocking out the character.

ready for some critiques!

http://www.art-by-matt.com/files/pass1.jpg

http://www.art-by-matt.com/files/pass2.mov
right click> save as

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