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Mourngrim

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Everything posted by Mourngrim

  1. I think it's nice to see a paid offer, and wish the buyer and seller well. I hope it works out OK. I'd love to be able to hire a bunch of you to do all the things I want done for my upcoming project, sadly I'm not in a position to do so.
  2. I knew I was a bad artist, but this is terrible! https://www.dropbox.com/s/7smsd4s2t891we5/orc2.png https://www.dropbox.com/s/7it2bmht1dxh61i/orc.png I'm going to need some help with this one I think.
  3. Nice. Timing is a bit off in a few areas I think, but a good effort with particles, sound the whole works.
  4. Not too bad. Consider some arm swing and torso movement during walking, and possibly reviewing how your character gets from lying to standing..
  5. I hate to disagree, but a walk cycle should loop well. Or am I not understanding your meaning?
  6. Yay! I know you don't want to do Doors 2, is there any reason why others can't continue it? Sounds like there are more doors to come...
  7. You've sucked me in, I can't wait to see where this goes.
  8. The M is automatic, it's like signing your name. I'll try and stop it if it's annoying. If he did it all himself, then that's even more impressive.
  9. Very good start. I'm on the side of too fast though. M
  10. By set, I mean the buildings and scenery things, there might be another name for it, but I think of it as a movie set. M
  11. Some very, very good work there. I love how smooth your movements are. Who does your sets? M PS I'm not a fan of that type of music, and there were a few things about the style that are not my thing. You've helped me to look beyond that to study the mechanics underneath.
  12. I think you want an Ease Out transition, and I think Sine might be a good one one for you, as the In is almost like linear, but the out has the brake. As I understand it, you are easing in or out of the transition itself, not the keyframes. So Ease in on KF1 does not take you slowly in to KF2, rather Ease out on KF1 will slow the transition into KF2. To get a smooth run from KF1 to KF3, using Linear then Sine out, you will have to make sure that the distance travelled by the camera, and the frames between each KF is similar, and then tweak. So for example, moving 10 blocks in 20 frames linear, and 5 blocks in 10 frames for the Sine out should be a good starting place, however doing 10 blocks in 20 frames, and then 3 blocks in 4 frames, and hoping the transition will magically fix it is hopeless. I hope that makes as much sense to you as it does in my head. Good Luck M
  13. Thanks Skjold, I showed it to the wife and she agreed, she now wants me to do a Michael Jackson dance routine complete with moonwalk! Talk about faith in my abilities.
  14. Thanks. If I can work it out, I might post some data for it. I only used the linear transitions, it's 25 frames long, and updates every 3 frames. M
  15. Testing walk cycle on basic rig. It could use a bit of tweaking, and a lot of fine tuning, but the foot placement seems to be working out. http://youtu.be/WMLh7c7pRb0 Feedback appreciated. M
  16. Is that a good hilarious, or a bad hilarious? It's only my second ever animation. M
  17. Rushed, late entry, feel free to reject it. http://youtu.be/Mtj7zUk3uBY It might have to go first because I didn't think it through until it was half done... M
  18. Will it have an ejector seat, and missiles, and machine guns, and those little things that release coloured smoke? Looking good M
  19. I meant noob in the literal sense, I've never done anything like it before, and had to learn a very many things from scratch. Thanks though, your praise is appreciated. M
  20. This is my first attempt at putting the whole thing together, lights, sound, animation.... I'm a total noob to all of it. https://youtu.be/oYtO2dCw8go There are a lot of mistakes, particularly with timing. I have a lot still to learn, especially about how much changes after rendering. I admit I got a little impatient towards the end of the project and just wanted to get it finished and out there. Your feedback would be very much appreciated. M
  21. Thanks for the great tips, that seems to slot in with how my brain wants to hear it, so it makes perfect sense. I'll keep playing with the pace, and try to match it with the tempo, while factoring in distance (i.e how far to move Steve, in how many frames to make him go fast or slow). I've had a bit of a tendency to over-animate if that's possible, putting in far too many key frames, meaning they all have to be minutely adjusted, which is a real bugger. Progress is being made, huzzah! M Oh, one last thing, is there an easy way to say move a leg, but keep the foot planted in the exact same place? Like a custom rotation point for a limb? Can I un-check some of the inherited properties between frames, or are they global? Cheers!
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