Digital humans the art of the digital double
Ever wanted to know how digital doubles are created in the movie industry? This course will give you an insight into how it's done.
# 1 29-07-2009 , 10:19 PM
Registered User
Join Date: Sep 2007
Location: Somewhere
Posts: 119

Short Animation WIP

So I've been gone for ages...
I've been trying to animate and have gotten somewhere I hope.
I've alternated between Maya and Blender this is Blender work.
user added image

user added image

Sorry for the crude play blast....

I know numerous problems user added image

# 2 30-07-2009 , 01:42 AM
Chirone's Avatar
Subscriber
Join Date: Dec 2007
Location: NZ
Posts: 3,125
haha, didn't expect that to happen user added image

i think it looks cool, something doesn't seem too too right but i dont know how to describe it.....




that's a "Ch" pronounced as a "K"

Computer skills I should have:
Objective C, C#, Java, MEL. Python, C++, XML, JavaScript, XSLT, HTML, SQL, CSS, FXScript, Clips, SOAR, ActionScript, OpenGL, DirectX
Maya, XSI, Photoshop, AfterEffects, Motion, Illustrator, Flash, Swift3D
# 3 30-07-2009 , 03:10 AM
Registered User
Join Date: Sep 2007
Location: Somewhere
Posts: 119
Well him falling to his left is wrong.
I noticed it and need to rework it.
Him drinking needs to be fixed,need to watch some youtube videos of it.

The marble needs to be reworked....
Can you at at all put a finger at what may be wrong other than what I'm mentioning ?

Could it be that is whole idea was a bad thing to animate ?

I'll be using high resolution fluid for the mug,
I'll be adding some grunge to the scene,a lamp post,a tree and do the lighting better.

Thanks for your interest,
and your input.

I'm only 16 so I don't have any formal education with any of this.


Last edited by jm82792; 30-07-2009 at 03:22 AM.
# 4 30-07-2009 , 04:31 AM
EduSciVis-er
Join Date: Dec 2005
Location: Toronto
Posts: 3,374
I thought it was pretty good. The drinking especially looked quite decent. Keep working it and I think it'll turn out nicely user added image.

# 5 30-07-2009 , 04:34 AM
Registered User
Join Date: Sep 2007
Location: Somewhere
Posts: 119
Thanks user added image
I'll be finishing it soon.
Want to do some fun 3D before i get more entangled with college.
I'll update it tomorrow.

# 6 30-07-2009 , 08:56 AM
bigtommyb's Avatar
Subscriber
Join Date: Dec 2007
Location: England
Posts: 197
Looks pretty good i think the problem is that the reactions are so small... like when the marble hits his head its like he doesnt react to being hit (flinch away) hes just a little rigid. Also i think theres a shrug of the shoulders too which is almost un noticable. i would also expect longer reactions for example when he touches his head i would also expect him to 'rub it better'.

What you have so far is good made me chuckle user added image good luck looks like fun.

# 7 30-07-2009 , 11:37 AM
sjtaylor84's Avatar
Subscriber
Join Date: Nov 2005
Location: England
Posts: 102
Hi!

Great job! Good pay off at the end too. There are a couple of little things I would suggest that I think would really add to it :-)

Try bringing the camera in closer (or maybe start off with your long shot as an establishing shot then cut the camera closer)

Have a play around with speeding up the action overall and varying the timing, you can always film yourself acting it out maybe to get some ideas for the rhythm of things!

Last thing's a little picky but I think the brick would feel heavier if it fell a bit faster

Keep up the good work!

Simon


www.simontayloranimation.com

Last edited by sjtaylor84; 30-07-2009 at 11:41 AM.
# 8 30-07-2009 , 06:54 PM
Registered User
Join Date: Sep 2007
Location: Somewhere
Posts: 119
Hmmm...
Your right about the marble.
I'll move all of the keys to make a space for more of a reaction of that.
Kind of a pain but I want to make something nice.

The brick was done with ridged body simulation,
redoing it will take some time but I think I can make it fall faster although I need to cut down on the keys significantly then add them back.

The camera will be fixed,the render shows where the camera will be,I'm going to keep ti fixed although I have this master plan of adding to the scene explaining the marble and brick,
however I'm going to focus on finishing it and maybe adding on to it since I coudl seamlessly add the explanation to the scene.

Thanks for the input user added image

I'll put some time into it today and try to fix some of these issues.

# 9 31-07-2009 , 04:20 AM
Registered User
Join Date: Sep 2007
Location: Somewhere
Posts: 119
Well I fixed part of the reaction to the marble and the "Huh?" part.
Trying to get the lighting, textures and such better.
Need to find some bushes and place the street light somewhere else.
Also need to get the sun atmosphere effect to work cohesively with materials utilizing ray transparency and ray mirror.
I guess that's the price with using blender,
some things are awesome,
while others are a pain to use or get around.

Still looking for nice tree to go behind or the side of the bench that would partially shade the actor guy.

It's taking 1.5 minutes to render,
so I can make it up to 4 minutes tops(tree from Big Buck Bunny,textures and materials,lights everywhere) since 1200 frames won't take that long to render.

Attached Thumbnails
# 10 02-08-2009 , 07:25 AM
Registered User
Join Date: Sep 2007
Location: Somewhere
Posts: 119
Not much to say.
Lighting is now Photon based,
so after lots of tweaking it's down to 6 minutes a frame and the lighting looks sweet(Nice quality etc).
More textures,more objects and such.
Some animation fixes.
Need to change how he falls,
the reaction for the marble is done and to fix some other animation related things.
Camera is animated to show some form of anticipation.
I have it setup so that I could explain why he is being whacked,however I want to finish this as I can easily add stuff in.
Fluidism needs to be done,
it'll be a royal pain to use but a gig of fluid sim info will make it the animation better,
It will take a few days to get the fluidism to work how I want...


Last edited by jm82792; 02-08-2009 at 07:27 AM.
# 11 08-08-2009 , 11:57 PM
Registered User
Join Date: Sep 2007
Location: Somewhere
Posts: 119
Well after ripping out my hair I've gotten the fluid to a nearly usable point.
Sorry about the fast movement should have checked before I baked 7 gigs of sim data.
Just a test for his mug,
when he gets knocked out everything is going to be slow motion showing the coffee flying out of his cup then normal speed.
user added image
The fluid when it reacts with the ground needs work but ti will be very realistic shortly and ready for the animation.

# 12 22-08-2009 , 11:19 PM
Registered User
Join Date: Sep 2007
Location: Somewhere
Posts: 119
https://www.vimeo.com/6226238
Fluidism doesn't work like I want it to(for containers),
no slow motion dolly or anything cool.
3 Gigs of sim data total for the 1200 frames.
The brick is slightly off,
I spent lots of time on the fluid,
but only need to tweak the hand keyed brick and do a few minor things.
In 2 more weeks the this will be done user added image
I'm time limited so I can only do so much every day.

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads