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Just_five_fun

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Everything posted by Just_five_fun

  1. funny. I really like the end how his head says swears.
  2. I finally fixed my status updates!:D

  3. I finally figured this out. I had to go to my -profile page- and then click the -edit profile- button in the top right area of the screen. About 5 lines down in the edit profile page there is a on/off slider to 'allow status updates'. Once you save that change to your profile, the 'status' option will appear in the 'create' drop down. I'm not sure why this was turned off by default?? I am guessing it hasn't always been that way because older members don't seem to have ever had this problem. Hope this helps.
  4. Bump? Why am I getting so few views on my topic? Did I do a poor job with the title so that people are intentionally skipping over it?, or am I just impatient.
  5. Hope you enjoy, it's only about 20 seconds of new content, but I was trying to present it in a more interesting way. I have been working on a larger animation using some of the pieces I have created and if I continue at the pace I have been going it should be looking like something of interest in a couple more weeks. The Christmas holiday will slow me down, but I don't want to risk getting totally distracted, so it's really helpful to get feedback from the forum.
  6. Interesting way of doing it. At first I was "oh no", but it really grows on you. Why would it be anything else? It's perfect for a minecraft character. I think I would scale the size down just a little more, but it would depend on the project. So, good work!
  7. It's a lot of work trying to bring my ideas to life!! Rigs, scenery, multiple characters moving together, messed up rotation points! No wonder so many people only make <30 second animations or wallpapers. (which can still be a lot of work) I keep hitting refresh on the MIM website to see what others are doing.
  8. Another full day of rigging and now this is a full head rig and I have made it say 2 words convincingly. This rig has far too many controls now to use for anything but a closeup, but has the potential to create very detailed actions/words. Still lots of improvements to make. Short update still planned, but as soon as I started making it speak I had to redesign a ton of the controls. Oh well.
  9. Thanks, I have been working on this constantly now for about 3 days. The jaw mechanics are what I am most happy about. The eyes have improved since the video, but still look a bit derpy. When the rig really looks best is when you start making it move, so I am hoping that some test animations will give me clues to how to improve it. I should take a break from the hair which is going to take forever, and make a 'short' update vid.
  10. I'm not entirely sure if this means good or bad We recently lost a sub, I'm not sure why people do that?? The important thing is that I had fun working things out and I hope it translates into something that some people might enjoy. I'm pretty sure the resulting animations will be entertaining, so that is the big goal. I think it's interesting to see another person's process. Hopefully my commentary wasn't too rambling.
  11. Part 2. I will release this once I have ironed out a few bugs to the point where it's actually proven to be useful.
  12. This is part one of two parts and I will release the second later tonight after I finish editing. This is mostly me showcasing my rig in progress, but also a tutorial on how it works and also a lot of mechanics I'm trying to create for easy animation once the rig is done. Part two will be a lot of fast forward of me working on the eyes for an hour and then regular speed of me showing how to use them. I will do more if some people find it interesting. I am learning as I go, so please forgive my less than professional fails during the video.
  13. There isn't always an easy way is what it comes down to. You would need to be creative about what parts of your animation can use random particles and which parts require manual placement and direction of blocks. direct the spawned blocks away from the real action as filler and then just do the critical areas by hand. Creative character placement, perspectives, and camera angle should be used to limit as much manual block placement as possible, but some animations are just a real pain if you want them to look a certain way. There are so many options for particle spawners. Experimenting with bounding boxes and directional options can go a long way for filling in the less important areas. Good luck and sometimes there is no substitute for hard work.
  14. It is an interesting start. If you are only calling it 0.2, then you sound realistic about how much work you can still do to it. Hope to see it finished.
  15. The small rodent at the end is great! Only problem is that this is clearly not confirmation of any shadowy secret society. There is really only one possibility.
  16. I need to work out the rotation point and then I think it will be done enough. Thanks for the reply.
  17. Worked a couple hours on the lantern (just the lantern) and wanted to show it off. Lights are built in. Still considering making textures for it.
  18. I agree with others that this is a very good practice test. Since you are asking for tips, I will do my best to explain where I see that improvements might be made. In the first few seconds, the postures of the characters don't match. One is running with his sword up, but the other is walking with his sword behind him. It feels a little one sided. Also in those first seconds, the left character's sword is not in his hand correctly, but his run and swing are excellent! At 4 seconds, the right character jumps away from the attack without any associated motions, he just flies backwards motionlessly. It only takes an instant, but it could use a bit of work. The next sword contact is excellent, with the moment of impact clearly reflecting an impact and a rebound on the blocking sword. A+ good work. I like that the attacker follows with a punch, it's a rapid fire style of fighting. I'm less impressed with the next change in camera angle and the dropped sword. Play the punch out a little farther and create a motion that would create a dropped sword. Quick changes in camera are good for creating an action feel, but I caution you about switching can confuse what is happening. Panning the camera around the action can have a similar 'action' quality but with less risk of confusing what is happening. I suggest after the final sword contact, which was also very good, that you rapidly zoom out rather than into the swords (at 23 seconds) so you can see the loser being pushed off balance before changing shots to him down on the floor. If your work was poorly done, there would be no point in me taking so much time and effort to watch it over and over and sometimes frame by frame to evaluate. I am very impressed with your work and I hope you can use my comments to improve on this or future projects.
  19. Don't use the recent projects, use the 'open project' and then browse to the proper location. After that, it should show up in the recent projects on the next start. Also, if you didn't do anything or save the project file at least once in mineimator, then there won't be a .mproj file to open yet.
  20. This wallpaper is a peek at the rig/animation that I have been hard at work on. The rig is complex enough that once I started using it, I had to make a bunch of changes. The donkey will use a different walking cycle than the running horse animation (which took hours to make). The Steve is just a place holder on the wagon rig. This is how far I've progressed, I have to restart the project to import the updated rig and copy parts of the keyframes to the updated format. Hope you like it and next time I will post at least a short piece of animation. I've been making a lot of critical comments about other peoples work, so it's only fair that I put some of my own work out for comment.
  21. Push his body up more (almost to standing) and then throw the arms forward before lifting off the ground. The before and after are very good, but you are missing actions and motions in between. I suggest you drag the landing keyframes to the right and add more to the middle.
  22. I would like to participate. Now I just need some talent. I'll be sure to make something.
  23. It's not that it's terrible, it just isn't done. The swords are fine and the sound is good, so you have done a good job of setting the stage. You have not put enough time into the particle generation. Now is the perfect time to experiment and record your improvements. I will also suggest some specifics that may look more like sparks. The initial velocity should be more outward and a lot less upward. The scale of the particles should start at their largest and get smaller. The starting size should be a small to begin with, so more particles and have them start at the point of impact. You might want to have a flash of light using a point light right at the moment of impact that rapidly fades. I also suggest color to go from yellow to red as they diminish. You can also use a percentage of different kinds of particles for a different feel in different directions. If you mess with all of these features a little, you will surely produce something that you are personally more happy with. It's actually the fun part to mess around with all the settings and see what you can make. I learned a lot for other particle projects this way.
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