Animator's Trials - Deadline May 27th


#56

greetings!

I just had some free time today and I decided to make my first attempt on the orange fellah… I’ve tried to simplify the walk avoiding too much stretching/squashing…

waiting for critics.

you can download the animation here (soreson3 .mov ~900kb)

cheers


#57

Very nice Rodrigo.

In the first bounce you are missing a frame in the landing , so it slams dows a bit too fast , it goes down from the apex to contact in 2 frames which doesnt read so well and looks jerky. The rest of the jumps take 6 frames which looks nice but i think you can add a frame or two in there and keep the cube on the air a little longer. Try it out and post it.

Good job man.


#58

:thumbsup: thanks for the comments, Ali! Probably I’m gonna have some more free time this weekend so I can try it out…

cheers


#59

Sorry guys, I have now converted the max scene file to a Maya 6.0 scene file for you. I haven’t tested it out, so you guys will have to let me know how it goes.

Sheep Factory, I tried exporting to obj but when importing back into max the mesh wasn’t the same. But that may’ve just been Max. If you need it, let me know.

For now, you can get the Maya 6.0 scene file here.


#60

Just an attempt to make Orange walk.
http://www.dave-logan.com/animation/simplelife/sadwalk.avi


#61

sorry this might sound harsh but it looks like its walking in really thight skirt!

and maybe even drunk who knows! heheheh just kindding, but seriouslly it looks like really difficult, walking should be something really natural (maybe not for box though)


#62

Hah, well I tried anyway. Hard making that box walk. Oh well, better luck next time.


#63

yea its difficult I am not so much in to animation so for me you did quite well! I just said my first impressions… you already have something to improve… so… go for it!


#64

greetings!

Well, okay, here’s another trial… this time I’ve tried to make a “sad walking” (sorry, bouncing)… :stuck_out_tongue:

I know it’s a little too shot, but since I had to make it fit in 100 frames, the orange guy jumps only 3 times. I kinda gave up about making the orange to literally walk, cause it sounded a little strange for a cube, so I decided to make it bouncing… anyway… it’s here to be criticized.

oh, another thing, I’m not an experienced animator, actually I just made a couple of walkcycles and this is the first time I’m doing something really “moving” from one place to another, so excuse any newby mistakes here, okay?

sad bouncing (quicktime with soreson 3 - 500kb)

cheers!!


#65

Here is my first of the several animation tests I need to do. I’ve been busy so I haven’t been able to dedicate as much time I as I’ve wanted to. I was thinking about tweaking something, but I figured I’d put what I have out there now for your opinions. So please let me know what you think.

Happy “walk” perspective

Happy “walk” side


#66

I made an antropomorphus animation with deformaring.
I believe that it would be the best skill to animation a primitive form
Test was one of box bouncing happy!

 [bouncing happy - (MOV 531 kb)](http://www.dubi.com.br/forum/bouncinghappy.mov)
 
 diogo dubiella

#67

Well, I had some free time tonight so I punched out a quick sad “walk”. I was considering whether to make the character actually hop. After thinking about it I thought the point would be better shown by not having the character hop because hoping denotes some energy. And when your sad you sulk so thats why I decided not to have him hop. Crits and comments welcome and wanted. Now I’ll get started on the next test animation.

     [Sad "walk" Angle](http://home.comcast.net/%7Erobertdiaz45/Vids/sad_walk_angle.mov)
     
     [Sad "walk" Side](http://home.comcast.net/%7Erobertdiaz45/Vids/sad_walk_side.mov)

EDIT:
I created a slightly different version of the same sad walk for your consideration. I also rendered the angled view so you can see shadows and get a better sense of the walk.

[Sad "walk" Angle Ver. 2](http://home.comcast.net/%7Erobertdiaz45/Vids/sad_walk_angle_ver2.mov)

[Sad "walk" Side Ver. 2](http://home.comcast.net/%7Erobertdiaz45/Vids/sad_walk_side_ver2.mov)

#68

hey!, more one test of animation with box :slight_smile:

bouncing box

thanks!
diogo dubiella


#69

hehe, is that for the alternative happy ending? :slight_smile:
great work everybody! :thumbsup:


#70

I’ll be reviewing these this weekend and giving everyone who’s submitted something some feedback for improvements. Also, we have about a week before we start animating. Everyone happy with the rigs so far? Better get in there and offer crits and constructive feedback ASAP.

I don’t have a 3D app to work with, so I’m leaving it up to the animators to pick the rigs and models that they want to work with. Let me know final decisions before next Friday the 27th.


#71

Cool, I’ll get to finishing up the animation tests for your consideration. With regards to the rigs there isn’t much to choose from yet. I’m about to post in the rigging thread to see whats going on.


#72

ok! Kirt, also I will get to finish the tests !! :slight_smile:

More one animation!

Pursuing (MOV 2,27 mb)
diogo dubiella


#73

hehe! it could be! :thumbsup:

diogo dubiella


#74

OK … I think I viewed all of the available test so far. Everyone has done a good job but there are always going to be nit-picking details from me. Sorry, I’m overly critical to a degree. Hopefully, we can make some of these better. Here’s where we’re at:

derbyqsalano - Really nice character in all of your clips. Happy is happy, sad is sad and the two interact clips are very charming. I would have prefered to see a walk instead of a hop for the sad clip. Maybe if you have time you could give that one another try? I don’t like how his back concaves when he’s slumped over either. Any way to add a blend shape or something to keep his form from deflating?

Other than that … your work is really nice. I’ll have Theresa assign you some of the challenging scenes. Great job! :thumbsup:

digones - There’s a little turn of the head in your happy clip and a droop of the head in your sad clip. Unfortunately, aside from those indications I’m not getting much emotion from these two performances. The hops are really linear as well. Try adjusting your curves so that there is a bit of a delay at the apex of the jump and some anticipation prior to the jump. Just like a bouncing ball, the speed is greatest at the launch and prior to the landing. I just don’t see that there is a variation at all.

diogo dubiella - Bouncing box showed wonderful energy and the transformation at the end works great. Can you transform him into a cylindar? That’s what we’ll need for the short. Your happy bounce was a little to jello-ish. Squash and stretch is great, but the drawback is that it’s hard to maintain the basic shape of the character between these frames. I’m afraid that your example here shows how the characters “at rest” shape becomes unknown when too much squash and stretch is applied. Try to keep his basic form more. The pursuing clip, on the other hand, was just golden. I love the characters and the red sphere reads perfectly. Reverse the roles though … our star is the cube, not the sphere. I want to see if you can make the cube character react the same way.

Iliketheska - Really nice jump. Maybe too much wiggle. Everyone seems to be associating this character with a bowl of jello. I don’t really like the jello look. He’s much more solid and has weight. The sad walk is alright. I think I need to get in the rigging thread and see if we can’t correct some issues there. Not bad though with what looks like a pretty simple rig.

Pencil Head - Nice energy and a very happy fellow. :smiley: A little too much of the jello look which I’ve already discussed above. Wish I could offer more critique, but I only found one clip for you and I’ve pretty much covered the same thing above. :hmm:

Robert Diaz - Your happy walk could be pushed a little further I think. It has a very restricted feel to it in comparison to some of the other animator’s tests. It’s not bad, just lacking a little bit of life. I think someone ealier mentioned that it’s better to go too far, then it’s easier to reign back on the extremes. The jump is really nice. Good anticipation, movement and landing (without the jello wobble). This is more what I’m looking for. The sad walk isn’t bad either, but I don’t think we’re getting the movement right. Something that needs fixing in the rigs I suppose.


#75

OK Kirt! I try to make new tests with the corrections! :thumbsup:

Thanks!
diogo dubiella