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smurfted
11-26-2007, 09:19 AM
I've made a spine for a animated character and it'll be fitted to motion capture that has already been recorded. The mocap rig has 4 information points about the spine, the hip , mid back, neck and head. My spine constists of all the vertebre..

Because you can see the spine flex in the animation i was wondering. Whats the easiest way to get the spine to deform according to the 4 info points i have?

http://www.doghouseanimations.com/skeletons/skel%204.jpg

smurfted
11-26-2007, 07:59 PM
Well i geuss i'm not going to be learning anything new today then :)

smurfted
11-26-2007, 08:02 PM
Here is another question then..

I can do the basics with TP but how can i make a TP emitter that only emitts when two objects collide (for sparks from the swords)?

JoelOtron
11-26-2007, 08:06 PM
Might want to try a search--the TP collision queston comes up a lot here.

http://forums.cgsociety.org/showthread.php?f=47&t=564194

smurfted
11-26-2007, 09:10 PM
I've got a hang of the fireworks style of TP (including the particle becoming several particles on collision with an object), but what i'm looking for is particles being produced when two objects intersect??

Have you seen a thread about that?

rareseu
11-27-2007, 07:32 AM
i don't know anything about your problem, but that skeleton is awesome !!!1:bounce:

Donovan Keith
11-27-2007, 08:04 AM
I would say that your best bets are going to be Spline IK or a series constraints on the vertebrae that determine their rotation based on your MoCap data.

Either way, it's going to take some work to set-up with all of those bones.

seco7
11-27-2007, 01:07 PM
I've got a hang of the fireworks style of TP (including the particle becoming several particles on collision with an object), but what i'm looking for is particles being produced when two objects intersect??

Have you seen a thread about that?

I remember a tut that created particles based on a foot fall, collision of mesh and plane. If memory serves it was one of the Maxon DVDs. Sorry I cannot be of more help, but the skeleton looks fantastic! Very Ray Harryhausen.

smurfted
11-27-2007, 03:12 PM
If someone can find that file for me i'd be much obliged?!

Does anyone else remember it?

sandidolsak
11-27-2007, 06:24 PM
well you have "collision" node that outputs TRUE when 2 objects collide so link that with TP Generators "on" input =)

smurfted
11-27-2007, 07:38 PM
Sounds good, but then how do i postion the TP emitter at the point of collission??

Here is where i'm upto. One camera angle and no sound just yet i'm affraid..

http://www.doghouseanimations.com/skeletons/1st%20skeletons.wmv

anobrin
11-27-2007, 11:36 PM
For something as brief as a spark from a sword strike/parry,
have you considered a post work solution??

Like I did in this S&T animation

http://www.youtube.com/watch?v=EoS-WuJJRFI

smurfted
11-29-2007, 12:58 AM
So here we go, 4 shots now.

I've kept it a bit slow like Ray Harryhausens skeletons, they dont have to be fast, like zombies, you can't kill em.

I do want to do this little project justice but i'll have to come back at a later date, i've got so many ideas of how entertaining a fight between two immortal skeletons could be..

For now here is what i have, with some sound added..

http://www.doghouseanimations.com/skeletons/1st%20skeletons.wmv

Next up, displacement maps, motion blur and dust from the footsteps..

smurfted
12-02-2007, 09:13 AM
So here is where i'm at now. This is only an update as i there are many things still wrong / incomplete with the clip.

http://www.doghouseanimations.com/skeletons/3rd%20skeletons.mov

http://www.doghouseanimations.com/skeletons/skel%205.jpg

The motion blur will have to wait a little while as the rendertimes become terrible (6 hours becomes 60!!!)

smurfted
12-04-2007, 12:02 PM
So here is the latest and the last for a while as i have to go back to some of the other old shots for my new reel.

There are lots of little changes in there..

http://www.doghouseanimations.com/skeletons/4th%20skeletons.mov

Even though i probably won't be updating this clip for a while please feel free to comment..

ChrisCousins
12-04-2007, 01:44 PM
Lovely! I really felt the weight of those weapons, good job. The only bit that didn't work for me was between 170 and 300ish - it just felt a bit too synchronised and stiff. Maybe it just needs another cut in that section?

Regardless - I like it!

C

JoelOtron
12-04-2007, 01:58 PM
Wow--excellent work!

My only critique would be that it feels a little too slow and deliberate (which makes it feel, as chris says a bit "synchronized" in places--the troublesome part of mocap). Maybe just 150% faster or quicker cuts would make the motions feel more like fluid "reactions" rather than choreography. But its looking great.

Good job on the sparks--looks like you comped in some pyro footage?--works really well, especially the downward emitted blast of smoke from the 2nd shield.

(EDIT--saw your comment about harryhausen, hence the slowdown of the motion. I would say thats cool--however, I think the slow speed doesnt account for things like gravity and momentum. When the one skelly is pushed into the air for instance--he feels like hes gliding in slo-mo--dont get the feel of weight and gravity you'd expect to see as a result of the force he's being hit with. But dont mind me--looks like you know what your doing! :) )

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