Just when you thought this thread was finished, I come along and post another update. That has been the system so far and I don’t want to disappoint.
http://www.funnylittlemen.co.uk/Quicktimes/cat03_full.mov
So what has changed.
- GI settings vary throughout now, depending on what’s happening in order to reduce rendertimes. Eg. during the downpour of the boxes, the settings are very low.
- I tweaked a lot of the eyes animation. In the last version the eyes didn’t always focus where they should.
- Kitty now looks around a bit when walking in the beginning.
- The tail moves more during the same walk.
- …and I reduced the amount of knee popping during that walk
- The fast run behind the tree is now more jumpy. Before, Kitty almost dragged its body over the floor.
- The self-satisfied nodding after run that has been tweaked to read better. Even though I’m still not 100% satisfied.
- The camera shakes during the downpour of boxes.
- The downpour has been rendered in three passes to reduce the motion-blur artefacts. It seems to work much better now.
- The animation after the downpour has been tweaked, hopefully for the better.
- There’s a few more little tweaks all over the place, too much to mention.
My biggest headache at the moment is he GI flicker occurring at the end. If you look at the shadows of the boxes at the end, they literally switch on and off all the time. I have done a few tests, but rendertimes shoot through the roof. I’m thinking of using camera-mapping to “bake” he shadows.

I want more character capabilities in this program. Period. Its my belief that character enhancements will be the biggest draw for new users than any other function.