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I would just say tough it out. I know from experience that if you go to sleep now you'll fuck up your sleep schedule and it'll be hard to fix it.

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I'm currently mid process of fixing a bad sleep schedule. halfway there but the process involves 5 hours of sleep a night, followed by falling asleep for another 5 hours during the day.

 

At this point I just have to slowly transition back into a 10pm - 6am sleep schedule but it'll take about a week or 2. -.-

 

Thank god I still have a month before the Fall Quarter.

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Eeyup. I start work with Autodesk Maya this quarter(well, at least I hope. the textbook for it was a requirement so I'd be surprised if it wasn't) so I'm damn excited about that.

 

Game Design is my program btw.

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i'll be soon, financial aid isn't coming in for me till mid Jan. until then i get to be a fucking bohemian..i'm going to community college. i don't know if that's good.

 

game design..nice.

 

but i'm eventually going in for avionics/aeronautics probably a bad idea since i suck at math...but that's what tutors and classmates are for.

 

gaah Dues Ex is such a tease, i want it so bad, damn unemployment and employers that won't call me back!

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I'm still in the really lame part of school where you have to learn whatever schools tells you to learn(I DON'T CARE THAT JE M'APLLE MATHIAS).

¯\_(ツ)_/¯

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Hey Blightmare, if there's anything you need help with in that class, give me a holler.

Edited by Guest (see edit history)

This is a nice metric server. No imperial dimensions, please.

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Will do. Thanks for the offer.

 

As it stands, I know little about the program, but I have the book and 1 month before classes start. I know they're gonna teach us but I like to be familiar with my programs before my use with it becomes graded.

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Look up some tutorials on Youtube for making your first model. Also, get the hotkeys down pat. And by that I mean memorize the fact that W is Move, E is Rotate, R is Scale, and CapsLock will mess you u badly.

This is a nice metric server. No imperial dimensions, please.

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you're able to make a motion capture recording then wrap (i do not know the actual term for it) the model to do what ever you recorded, right? or do you have to draw the model onto yourself?

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you're able to make a motion capture recording then wrap (i do not know the actual term for it) the model to do what ever you recorded, right? or do you have to draw the model onto yourself?

Characters in 3D are animated by a set of bones, nulls and other objects that instruct how a character model is supposed to deform. The most efficient and best method to animate a character is to construct the rig and then animate it. Depending on how the animation is input determines how the characters move. Animation in the purest sense refers to an Animator key and sub-framing the movement of that rig over a timeline. Motion capture means that a special rig is attached to an actor, then his motions are tracked and automatically converted into an animation for the rig. (Usually this mo-cap animation is far too detailed and dense to seem very smooth or efficient for video games, so the level of detail is reduced by a movement graph specialist)

This is a nice metric server. No imperial dimensions, please.

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you're able to make a motion capture recording then wrap (i do not know the actual term for it) the model to do what ever you recorded, right? or do you have to draw the model onto yourself?

Characters in 3D are animated by a set of bones, nulls and other objects that instruct how a character model is supposed to deform. The most efficient and best method to animate a character is to construct the rig and then animate it. Depending on how the animation is input determines how the characters move. Animation in the purest sense refers to an Animator key and sub-framing the movement of that rig over a timeline. Motion capture means that a special rig is attached to an actor, then his motions are tracked and automatically converted into an animation for the rig. (Usually this mo-cap animation is far too detailed and dense to seem very smooth or efficient for video games, so the level of detail is reduced by a movement graph specialist)

 

noted, thanks for the reply blue.

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https://www.youtube.com/watch?v=whtNHRYJnrU

 

Game of the Fucking Year, folks.

That made me LOL...

 

Speaking of animation, I just posted the first part of my animated short film.

 

Y290ag6vtsY

Not bad... The movement of the guy is a bit stiff, and the music a tad loud... (not bad = quite good)

Don't insult me. I have trained professionals to do that.

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Patina was pretty good. You have excellent lighting and photography. However the animation could stand to be improved. Most egregiously is that shot of his foot as he walks by where it looks like quite obviously his foot was animated by Forward Kinematics as opposed to Inverse, so it wiggles around during the down position.

One of the biggest visual improvements I personally think in general, would actually be a pretty simple fix: break up the saturation border with a bit of noise, or a texture like old paper or something, as opposed to a uniform soft gradient all the way around.

This is a nice metric server. No imperial dimensions, please.

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Yes, my rigging and animation skills leave a lot to be desired. Most of my experience is in creating pretty still images. I also made this one a pretty tight deadline, so I didn't have all the time in the world to create an excellent rig.

 

Here's what my animating looks like when I have time to polish it and I'm using a decent rig.

d1OjzYVz6zs

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