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DaddyMack
04-18-2007, 09:14 PM
Hi guys, I've finally made time for IdCrisis 2... This time I'm going for articulated torso-up animation with full animated textures etc

I'll be posting all my testing and progress here

This is just the results of some very early testing of the theory... I am documenting each step and will be posting tutorials after it's completed so please... not too many how did you? questions... I want to focus on the project this month, I'll play helper monkey once it's done

Self imposed deadline is May 15

Here's a snap of some of the morf targets
http://www.mack3d.com/idcrisis/idmorfs.jpg

And a link to the 2.5mb vid of the first morph test. (http://www.mack3d.com/idcrisis/IdCrisistest1.mov)Nothing at all polished, just the first stab at testing

I have a script that will have the character communicating inner turmoil that is externally evident, it comes in at just over 1 minute

C+C most welcome along the way
:beer:Cheers
Rob

imamog
04-21-2007, 09:50 PM
Very trippy. I can't wait to see the inner turmoil script you're going to use. It will be easier to give feedback when the transitions between morph targets are a little further along.

DaddyMack
04-25-2007, 07:12 PM
Thanks imamog.. It's getting trippier... I recorded a sketch script which I'm using to block out some bone animation, I plan to lay down a rough animation track (2000 frames) while I refine the recordings... The morphs are currently placeholders to ensure that the anim will work

Here's test 2 guys (http://www.mack3d.com/idcrisis/IdCrisistest2.mov)

hope you like;)

DaddyMack
04-26-2007, 01:50 AM
Mad! Got to put a couple of hours in today, the base animation is starting to come together now

Here's test 2a (http://www.mack3d.com/idcrisis/IdCrisistest2a.mov)

The humour I'm aiming for should hopefully be starting to show thru a bit;)

Dervish
04-26-2007, 06:52 AM
really nice idea ;)
from the artistic point of view ya could work on the geometry some more, but its coming along quite nice.

DaddyMack
04-26-2007, 07:34 AM
Thanks Dervish... that's a 5k poly mesh, the mesh I'm using for displacement in the final is 2million poly so I agree wholeheartedly... I'll try and post a full render test soon, I just wanted to nail down some anims first

Thanks for chiming in:beer:

DaddyMack
05-03-2007, 08:26 PM
'k... been soo busy until today, I finally got some time to throw into animating and testing again...

My animation looks like this atm (http://www.mack3d.com/idcrisis/IdCrisistest1100frames.mov)


and here's a little quick test of animated tex and displacement (http://www.mack3d.com/idcrisis/IdCrisisDisptest1.mov)

Hope you like... I'd really appreciate critique on any aspect of this project as it moves forward:beer::wavey:

DaddyMack
05-06-2007, 09:18 PM
Hi again.. here's a little snap of a test render
http://www.mack3d.com/idcrisis/Idren1.jpg

and here's a link to a quick lipsync test I just did (http://www.mack3d.com/idcrisis/IdSynctest1.mov)... it's all starting to come together and I've started incorporating the sixty plust morph targets I've created...

Hope you like...

Anyone out there wanna take a shot at critique?:wavey:

DaddyMack
05-09-2007, 10:39 PM
heh... i get the feeling that I'm talking to meself 'ere but I'll keep a postin...

Here's a snap of a base material test appllied to some morfs
http://www.mack3d.com/idcrisis/Idwipsheet.jpg

and here's a link to my animation progress (http://www.mack3d.com/idcrisis/IdCrisis2_animWIP1.mov)

Hope you like...

imamog
05-10-2007, 05:01 AM
Man, good job on all of the morph targets. That must have taken quite a bit of time. The shader tests also look pretty good. From the last animation test you did, I can say that the movement is a little floaty. The poses are pretty good, but you need to add some anticipation before getting into them. Don't be afraid to have him nearly come to a stop sometimes. It might be pretty cool to have him convulse a little bit before landing into the new shapes. The transition between targets seems like it needs to be quicker, as well. If you imagine a kernel of pop corn right at the popping point, it's going to shake, crack open, and then expand violently with the release of pressure. That's sort of what I'm talking about (but probably a little slower and with more bouncing flesh). I think because of his id crisis, his tranformation should seem to originate from his head, down. Anyway, it's an ambitious piece and I wish you the best of luck.

DaddyMack
05-10-2007, 09:26 PM
Man, good job on all of the morph targets. That must have taken quite a bit of time. The shader tests also look pretty good. From the last animation test you did, I can say that the movement is a little floaty. The poses are pretty good, but you need to add some anticipation before getting into them. Don't be afraid to have him nearly come to a stop sometimes. It might be pretty cool to have him convulse a little bit before landing into the new shapes. The transition between targets seems like it needs to be quicker, as well. If you imagine a kernel of pop corn right at the popping point, it's going to shake, crack open, and then expand violently with the release of pressure. That's sort of what I'm talking about (but probably a little slower and with more bouncing flesh). I think because of his id crisis, his tranformation should seem to originate from his head, down. Anyway, it's an ambitious piece and I wish you the best of luck.

Thanks a bundle imamog..:bowdown: Your advice and explaination has been taken on and the first result has dramatically improved the credibility of the first shot already... I'm so bogged down in tek here that simple things like that escape me

Here's the resulting 1st shot 3mb quictime
(http://www.mack3d.com/idcrisis/IdShot1animv2.mov)
:beer: Humble thanks for chiming in here mate... You helped heaps and I really appreciate it

DaddyMack
05-13-2007, 09:06 PM
Hi guys, snuck in a few hours before work this morn and played with the female morph animation... I think it's pretty funny and probably the best anim chunk so far

Here's the girly shot 3mb (http://www.mack3d.com/idcrisis/Idgirly.mov)

And here's the animation progress overall with the base tex 10mb (http://www.mack3d.com/idcrisis/Idanim140507)

Hope you like:wavey:

DaddyMack
05-16-2007, 10:34 PM
Hi guys, I've made a few more steps toward my goal here...

Here's a coupla screengrabs of the near finished vertex animation

http://www.mack3d.com/idcrisis/IdCrisis2_vertexanimV1shots.jpg


And here's the animatation 17mb Quicktime (http://www.mack3d.com/idcrisis/IdCrisis2_vertexanimV1.mov)

Any synapses you folk can spare for my cause here would be greatly appreciated... I'm seriously bogged down in hooking up all of the textures and render testing:beer:

imamog
05-17-2007, 08:09 PM
Hey DaddyMack, it's looking better. Here's a couple of things that might help:

From an animation standpoint, the arm motion looks a little too IK driven. Animating the arms using FK/IK would keep it from looking stiff and "boxed in." Also, make sure you're paying close attention to the arm anatomy. You don't want joints to bend unnaturally. This is just my opinion, but I still think it needs some sort of head-based convulsion, etc. before the shapes shift. Nothing too drastic, just something to indicate the physical difficulty he's having changing into something he's not.

From a composition standpoint, the camera might look better nudged to the left a little more. I keep expecting something to come into frame from the right side of the screen.

Keep at it man! It should look pretty cool with some fine tuning.

DaddyMack
05-20-2007, 08:42 PM
Humble thanks once again imamog.. I have sought much advice from some local peers and they suggested some similar things to what you have here, so :beer: for sharing your synapses... I aaarrggh!.. I mean I agree about the IK thang... I should've thought of that... Other suggestions were mainly based around locking down poses and really hitting some expression... The head convulsion biz will give the appearance that all of these morfs start in his mind which is veery cool:bowdown:... Agreed about the cam too... originally there was going to be a mirror at the left and I haven't changed it since. I'll implement all of this this week.:beer:

I needed to take a break from this for a coupla days since ZB3 arrived and I needed to dig into the new power it offers... Killer upgrade... Back on track with ID2 now;)

More to come soon:wavey:

soapy
09-11-2007, 06:33 PM
Heheh, awesome!

Oh yeah I forgot, how'd you do dat? ;-)

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