hi, new to board! Here are some character concepts
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- producerism
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hi, new to board! Here are some character concepts
hey all, I have actually been a moho user for almost 2 years now, although I really only dabble. I joined the forum because I am about to take a project I have been working on for the past 5 years into production (sloowwlly). I intend to use Anime Studio Pro exclusively for the character animation, and then After Effects, eyeon Fusion, Cinema 4D and for final product, Premiere Pro and Nuendo.
Anyways, these are some test characters for the project. Unfortunately, I can no longer use the original artist - so many of these will be redone.
agent:
http://mmgenius.com/ss/agent_preview.mov
caliber:
http://mmgenius.com/ss/caliber_preview.mov
luther:
http://mmgenius.com/ss/luther_preview.mov
very early test composite:
http://mmgenius.com/ss/grass.mov
Anyways, these are some test characters for the project. Unfortunately, I can no longer use the original artist - so many of these will be redone.
agent:
http://mmgenius.com/ss/agent_preview.mov
caliber:
http://mmgenius.com/ss/caliber_preview.mov
luther:
http://mmgenius.com/ss/luther_preview.mov
very early test composite:
http://mmgenius.com/ss/grass.mov
- producerism
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- toonertime
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krit teek
I like where you are going with this and
you have a nice expressive drawing style
you have a nice expressive drawing style
- producerism
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hI producerism!!
I have been drawing my characters in AS directly, but I like your style. I am working now in a new project, and I would like use my wacom to draw and then put the png drawing into a bones.
I apreciate if you can share with us any example about your work...I mean if you can share your *.anme file.
Thanks if you can.
Chio.
I have been drawing my characters in AS directly, but I like your style. I am working now in a new project, and I would like use my wacom to draw and then put the png drawing into a bones.
I apreciate if you can share with us any example about your work...I mean if you can share your *.anme file.
Thanks if you can.
Chio.
- producerism
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Thanks a lot producerism!!!!
I will see the files and ask you if I have any dude---
I have been in orlando last january, because I am engenier and work with SIEMENS in the ex WESTINHOUSE plant.
The animation for me is a hobby. Look my recent work in youtube:
http://www.youtube.com/watch?v=6UiD4M8EVLo
Best regards and thanks...
Chio
I will see the files and ask you if I have any dude---
I have been in orlando last january, because I am engenier and work with SIEMENS in the ex WESTINHOUSE plant.
The animation for me is a hobby. Look my recent work in youtube:
http://www.youtube.com/watch?v=6UiD4M8EVLo
Best regards and thanks...
Chio
- producerism
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That's a nice style and perfectly suited for cutouts. If your characters turn the head or body, it can be done with switch layers containing the correct views. I think it's enough to have steps like 0° - 45° - 90° and so on.
- You could improve the outlines of your PNGs. Right now theres's a distracting white line around all parts.
- I like the way all parts move together, but the feet of your characters don't touch the ground. Next step would be to let them walk on a stright line, which needs some adjustment on the feet. You might end up with having a keyframe on each frame for the feet and legs, that's my experience.
- Right now the body doesn't move. Check your bone rigging. I start with one master bone to which I attach no shapes, just other bones. This way I can tilt and translate the hips or spine to get a more satisfying walk. Maybe have a look into some animation books to see how the body goes up and down with each step.
- You could improve the outlines of your PNGs. Right now theres's a distracting white line around all parts.
- I like the way all parts move together, but the feet of your characters don't touch the ground. Next step would be to let them walk on a stright line, which needs some adjustment on the feet. You might end up with having a keyframe on each frame for the feet and legs, that's my experience.
- Right now the body doesn't move. Check your bone rigging. I start with one master bone to which I attach no shapes, just other bones. This way I can tilt and translate the hips or spine to get a more satisfying walk. Maybe have a look into some animation books to see how the body goes up and down with each step.
- producerism
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thank you! I actually have a few Muybridge books on the way to help out with my walk cycles (and more).
I certainly know what you mean by the body not moving, I still find the parent bone a bit tricky.
also, your comments on using switch layers for different poses, that is exactly what I had in mind. I look forward to getting to that point in the process, so I can flood the board with questions!
I certainly know what you mean by the body not moving, I still find the parent bone a bit tricky.
also, your comments on using switch layers for different poses, that is exactly what I had in mind. I look forward to getting to that point in the process, so I can flood the board with questions!
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I found a GREAT link on animating walk cycles. This guy uses traditional animation techniques but the movement and ideas behind the walk cycle are universal.
http://moolt.com/index.php?option=com_c ... &Itemid=30
I'm sure his videos will help you tremendously as I think you are on the right track already, just needs some adjustments to be great (like your characters bodies need to bounce up and down as the legs carry them while walking).
http://moolt.com/index.php?option=com_c ... &Itemid=30
I'm sure his videos will help you tremendously as I think you are on the right track already, just needs some adjustments to be great (like your characters bodies need to bounce up and down as the legs carry them while walking).
- producerism
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