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justaviking
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justaviking
Posted 7 Years Ago
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Group: Forum Members
Last Active: Last Month
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@Xialin, Remember, you get what you pay for. Here is my free example... Keep in mind three things:a) There are ZERO real interactions between characters or objects in the examples shown. No physics. b) This was merely a collection of "experiments" I did while working on a project c) I improved each of these in the final project. They never became perfect, but were adequate to tell the story without detracting from the moment. THE SHOVE:Each character was animated independently, but "together" in the same scene. I imagined the body motions each character would have. How would he shove, how would she react? Even the fall was manually animated, no "rag doll" physics. GARAGE DOOR:The door was a prop that could be animated via pre-defined Open and Close motions. Then I animated Pinhead to fit the motion of the door. I simply put his hand in the right place at the right time. In the final video, I added a "grunt" (and a different door sound effect) to make it more convincing. MAIL BOX:The purpose of this test was to experiment with the damage to the mailbox. I had four versions of the mail box; undamaged, and three more with increasing levels of damage. Each time he "hits" the mailbox, I simply turned visibility off on one, and turned on the next, more damaged, mailbox. The mailbox motion was manually keyframed. I could have used physics for that, but I decided since it was a one-time event, it would be faster to spend 20 minutes keyframing the motion that it would be to spend a couple hours fussing with the physics. I learned some about how to animate him holding the bat with two hands. As you can see in this clip, I learned a lot about what not to do. His pounding action was much betting in the actual project. I also moved the mailbox into his yard, instead of in the street. Oh, and of course I replaced the cartoonish sound effects. I was being a bit silly because it was an experiment. This video was also intended to be a bit of a teaser to let people know I was working on a Pinhead project. SMOOTH CAMERA MOTION:I have a tutorial on that. It's not a silver bullet, and isn't suitable for every situation, but it's a nice thing to have in your bag of tricks.
iClone 7... Character Creator... Substance Designer/Painter... Blender... Audacity... Desktop (homebuilt) - Windows 10, Ryzen 9 3900x CPU, GTX 1080 GPU (8GB), 32GB RAM, Asus X570 Pro motherboard, 2TB SSD, terabytes of disk space, dual monitors. Laptop - Windows 10, MSI GS63VR STEALTH-252, 16GB RAM, GTX 1060 (6GB), 256GB SSD and 1TB HDD
Edited
7 Years Ago by
justaviking
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michael7
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michael7
Posted 7 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 417,
Visits: 1.2K
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xialin (2/7/2017) Are there some tutorials and tips around, covering characters interactions ? All the tuto's available have always only one character. What about interactions between two, three, or more characters. Interactions like hugging, pushing, fighting, playing, sport activities... etc. All kind of physical interrelationships. 5 years ago, in a interesting thread, the answer was, clearly said, "nope" (with the notable exception of mocap). And in between ? Can someone point me in the right direction. Thanks for reading
Hi xialin. Unfortunately it seems like the company standard nowadays is to forgo a real good technical manual in favor for internet word of mouth education. It's everywhere. That being said reallusion does have a number of how to videos they post and continue to post up on you tube. For example, without looking at what you are doing there is an easy way to have characters shake hands. 1. Go to create and select cube ( or whatever). 2. Place your characters in the desired position, with their hands clasping each other ( use edit motion layer for this ). 3. Place cube just above where the clasped hands are. 4. Select a character. Go to the Reach Target menu ( also under the animation menu ) and click on the hand corresponding to the character. Then click on the eye dropper tool and click the cube. 5. Do the same with the other character. 6. Now when you select the cube and use the move tool the hands and arms of the characters will move where the cube moves. I originally saw this video using a pole for fighting sequences when I first bought iclone about 7 months ago, I tried to find it for you but I don't know where it is. So I went into iclone and figured it out. But check out their videos anyway, it's bound to be in there I just don't know where, and you'll figure out a lot by watching what they've done. https://www.youtube.com/playlist?list=PLNV5zSFadPdlVwer9zldv8IxtAUhm-MQh
Edited
7 Years Ago by
michael7
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Rampa
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Group: Forum Members
Last Active: 8 hours ago
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If you need lots of contact between characters, you can attach little cubes (or triangles, or whatever) to various bones at the points of contact. Then you have ready to use reach targets for lots of interactions. So put cubes on the shoulders, hips, and head to be reach targets. Holler if you would a video demo of what I'm talking about.
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mark
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Group: Forum Members
Last Active: 2 days ago
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This was an old "fighting" tute I did with iC5. Most all the techniques should work with iC6...I hope. The animations for the avatars were from iClone fighting packs and various animations I've collected through the years...
Click here to go to my YouTube Channel filled with iClone Tutes and Silly Stuff
Visit ANIMATED PROJECTIONS Powered by iCLONE
Intel Core i7 3960X @ 3300MHz Overclocked to 4999.7 MHz Sandy Bridge 24.0GB DDR3 @ 833MHz Graphic Display HP ZR30w GeForce GTX 980Ti 6GB Microsoft Windows 7 Professional 64-bit SP1 ASUSTeK COMPUTER INC. P9X79 WS (LGA2011)
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shil
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 11,
Visits: 175
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Interesting informations here. Thanks for your sharing. @Rampa. Yes, would like to watch a demo about your technique. @Mark Like your video. Like cheese too I went check alan marques website. Glad to see a big guy like him on the reallusion forum. Ok, so now i start with the basics. Experimenting and also faking interactions. Without physics but with motion graph and key framing following sw00000p's method.
Maybe some day we will have a ik feature, but between two different characters.
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michael7
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michael7
Posted 7 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 417,
Visits: 1.2K
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rampa (2/10/2017)
If you need lots of contact between characters, you can attach little cubes (or triangles, or whatever) to various bones at the points of contact. Then you have ready to use reach targets for lots of interactions. So put cubes on the shoulders, hips, and head to be reach targets. Holler if you would a video demo of what I'm talking about. I wouldn't mind seeing that Rampa, is the video on your you tube page?
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Rampa
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Last Active: 8 hours ago
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Sorry. Been busy all day. I'll make it shortly.
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Rampa
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Here is a tutorial on setting up two character interactions using dummy blocks and reach target.
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Ziggy72
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Ziggy72
Posted 7 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 43,
Visits: 1.2K
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Excellent little tutorial Rampa, it's great that people care enough to make these. I started thinking about using it for trapeze artists, chains of them swinging about...
My YouTube Animations
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michael7
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michael7
Posted 7 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 417,
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sw00000p (2/11/2017) [quote]xialin (2/10/2017) Ok, so now i start with the basics. Experimenting and also faking interactions. Without physics but with motion graph and key framing following sw00000p's method.If you..... ~ Pose ~ Block ~ Set Tangents You are accurately controlling the animation. ....Nothing fake here..... You are applying animation skill.
This is ONE way to do it. And it's adequate to " standardize " the medium so a skill set and a common language are shared. But it's also for the untalented, If you stay there. The talented will move past it and experiment and create new and other ways of doing these things, because they are the ones that can easily take what they've visualized and put it on page.
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