Roberto Ortiz - Animation Session 11 - Action Cut

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  12 December 2004
OK Sheep, I tried to follow your advice

Here you go:

http://66.242.144.2/animation/test5.mov (2 megs)

-R
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  12 December 2004
I don't want to be dead. I want to be alive. Or a cowboy.

I like the cut during a turn, the big transitiony movement makes the camera cut pretty invisible. But I would do it during the second turn (the turn back). Dramatically speaking, I think it would communicate better if we saw the big guy only a moment or two before the little guy does. When we see him SO far in advance, the mind has time to think 'he didn't notice that before?.. I did!'

~Raised
 
  12 December 2004
Ok Raised here you go:

http://66.242.144.2/animation/test6.mov (2 megs)

-R
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  12 December 2004
OK update :
  • Added the the secondary character.
  • Added some tweaks to the animation
http://66.242.144.2/animation/test7.mov (2 megs)

-R
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Last edited by RobertoOrtiz : 12 December 2004 at 06:44 AM.
 
  12 December 2004
that looks really nice,
I think I would do the cut a couple of frames into him turning back...
it feels like it pops a little bit for me as it is...

e
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  12 December 2004
OK update :
  • tweaked the motion
  • implemented monstersauce comments
  • cleared the keyframes to make the motion more smooth
http://66.242.144.2/animation/test8.mov (2 megs)

-R
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  12 December 2004
it's looking better,
there is a little jump I noticed in the lantern's motion about 15 frames in...
also I noticed that you turn the character by just rotating the entire character instead of actually making the character step to turn and then step to turn back...
good stuff
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  12 December 2004
Two things really stood out.

#1: This goes along with monstersauce's suggestion in the turn. Whether the character steps to turn or he it is just rotating his body, those hips need a bit more movement. For example, when he looks back, it is great that you have his upper body bend down then up during the turn, showing the arc; however, consider moving his hips down during the turn then back up out of the turn ( a little further up than u think) then move the hips back down into the cushion/settle. Then repeat this on the look back to front. This will unstiffen things a bit more and will also add a lot more weight to your character.

#2. When the charater drops his sword hand @ the end, this movement is awkward. I noticed you have three key poses in that movement. #1 is the hand and sword up, #2 is the elbow drop, #3 is the hand and sword drop. It seems too robotic....maybe it is just some linear curves in the graph editor?

Its getting there!

-jon
 
  12 December 2004
Hi Roberto Ortiz (Beutifull Name... he he he)

Yeahh...It is comming alive! A few things that you coud think about it (just my opinion)

- Add more arcs and when he turns. Be carefull with that feeling of going from one pose to another. (follow trought)

- I guess your cut could work better if you did it in the middle of him turning back. I have a feeling that "fast cuts" works better when characters are moving... you could try it...

- Clean your fcurves. Sometimes I have a feeling that the character moves a little hard. I guess your slow in and out could be polish a little more.

Working fine untill now! Just keep working.... : )

Cya.
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  12 December 2004
http://66.242.144.2/animation/test9.mov (2 megs)
  • Tweaked the curves
  • Smooted the animation a bit
Thanks for all the comments guys.
-R
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  12 December 2004
http://66.242.144.2/animation/finalentry.mov (2megs)


Done for now.
Thanks guys for all your help.

-R
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  01 January 2006
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