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Group: Forum Members Last Login: 11/17/2009 1:51:13 AM Posts: 114, Visits: 145 |
| I am simply stunned! You've really got the particle effects nailed. Great motion too, and camera angles. LOVED the reflection of the robot running away in the sunglasses. I left you some comments at your YouTube videos. Keep up the awesome work.
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Group: Senior Forum members Last Login: Today @ 4:25:50 AM Posts: 487, Visits: 2,040 |
| cortes_will (7/2/2009) Im having a bit of a hard time creating smooth motions. Do you rely on the frames to set your motions or do you rely on time? For instance do you make motions between a certain number of seconds or frames?
Is there an advantage to using director mode for motions?
Hi Will,
sorry it took me a while to answer, im kinda busy working on my next motion test with weapons. One of my biggest challenges is making the weapon strikes have weight on them. By this I mean when two weapons strike at each other, they should push/slide each other away from the impact. I should have a finished demo by the end of this coming week.
To answer your question, I dont rely on either frames nor seconds. I just tweak the motions and scrub the time line until it looks right to me. The best way to approach your animations is this:
1) know what are the actions you want in your shot
2) Search you motion libraries to see what are the closest motion you can use to create your
action/drama sequences. It is very important to know what you have. knowing what you have will give you a realistic look at what you can actually do for you sequence, unless you are an animator and you can keyframe every single motions yourself.
3) load the motions into the time line and dont worry if they dont match perfectly, you can tweak them later.
4) if you are having two character interact with each other (fighting for example) it is best to animate the first character until you make contact with the second(a punch for example). Then animate the second character until you have a reaction to the first action from the first character. (getting hit or blocking the punch) In other words animate an action and then the reaction. Doing this will give you a fluid motion workflow.
5) read as much as you can on animation, the more you know the better the quality of your movies will be. At least try to understand the main principles. This will help you with the tweaking and cleanup of your mocap. For example: look at the animation I did, when the main character punched the robot in the stomach, see how the bots body gets pushed upward and backwards. This tells the audience the punch was really strong and had weight to it. Little things like this go a long way.
I hope this helped you a bit.
your friendly icloneer,
stuckon3d
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Group: Senior Forum members Last Login: Today @ 4:25:50 AM Posts: 487, Visits: 2,040 |
| martok2112 (7/2/2009) I am simply stunned! You've really got the particle effects nailed. Great motion too, and camera angles. LOVED the reflection of the robot running away in the sunglasses. I left you some comments at your YouTube videos. Keep up the awesome work.
Thank man, if you liked that one then wait for the weapons one coming next week. I think you are really going to enjoy it. 
"the way is in training" Miyamoto Musashi From "Book of five Rings"
Want to learn about Iclone shadows? Click here
Art gallery
The power of Iclone and Stuckon3d content video
Free introduction class for Iclone 4 |
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Group: Senior Forum members Last Login: Today @ 2:08:16 PM Posts: 1,142, Visits: 5,334 |
| very very cool chris - certainly the effect of the particles covey a lot of the impact! looking forward to the nexy test

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Group: Forum Members Last Login: Yesterday @ 11:30:22 AM Posts: 253, Visits: 1,035 |
| I agree...I can also tell you definitely have a background with animating characters with the way you apply the Principles of Animation to those tests...keep up the awesome work. Look forward to seeing more too 
-Oliver |
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