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2 new Character poseidon and passanger
Posted: Thu Jan 22, 2009 1:56 pm
by realsnake
Created using anime studio vector tools almost complete and rigged
Posted: Thu Jan 22, 2009 2:11 pm
by GCharb
Hello realsnake
I like it, I suggest you find references on the web for muscles, especially the abs of that middle guy.
The transparency layers on the middle guy, is that hair or a cloak of some kind?
Have you used actual photos for tracing?
Will you be animating all that clothing?
Nice work so far.
GC
Posted: Thu Jan 22, 2009 2:28 pm
by realsnake
Hi GCharb, thank you
- actually the cloak of middle guy is water layer which will float and vanish in original animation
- Nope i didn't use any photo for tracing, the guy left in cloak is imaginative well... kinda i had seen a person wrapping around this type of cloak long ago as far as i remember maybe this idea came from there
- yes i've already tried to animate but still need some time i think...
http://vids.myspace.com/index.cfm?fusea ... D=50873248
uploaded movie on myspacetv seems to play faster then the normal one.
Posted: Thu Jan 22, 2009 4:07 pm
by GCharb
Cool, that video is promessing, looking forward to see more!
GC
Posted: Thu Jan 22, 2009 7:31 pm
by spoooze!
The drawings are good but they must be a b*tch to animate.
I find that really detailed drawings really restrict you and don't allow you to get creative with your animation. This is where anime fails 99% of the time. The Japanese feel the need to put zillions of lines on the face and body and it restricts the movement and, if you're not a really skilled animator, it's almost impossible to turn in space without the face floating and melting all over the place. And the end result always ends up looking stiff and lifeless.
Simple but semi-realistic models are better in my opinion because they don't look stiff when they're animated. Samurai Jack anyone?
Posted: Thu Jan 22, 2009 7:40 pm
by GCharb
Good use of the magnet tool usually helps with point motion
My two cents!
GC
Posted: Thu Jan 22, 2009 8:04 pm
by realsnake
I agree and i've found a simple solution

, by offsetting bones and using bone translation + shape morphing we can make geometrical changes to our obect ch. etc... i'll post a video soon

Posted: Thu Jan 22, 2009 8:54 pm
by GCharb
[quote='realsnake']by offsetting bones and using bone translation + shape morphing we can make geometrical changes to our obect ch. etc...[/quote]
Cool, looking forward to it!
GC
Posted: Fri Jan 23, 2009 12:02 am
by Durand
Hey spooze, I agree with you, but, as they say, "Different Horses For Different Courses." I suppose everyone must find their own way.

Posted: Fri Jan 23, 2009 1:23 pm
by realsnake
This was my 1st test movie and i was trying to make a dynasty warrior type of character u might recognize Cao Cao, nobunaga from ps2 games
http://vids.myspace.com/index.cfm?fusea ... D=50930959
I find AS less suited for this complete body turn, while there are lots of things to morph and animate using bones could be messy and is more suited for close up head and body turn