just designed and rigged a new character for a social commentary skit series we are planning on doing. earlier last month i had downloaded an audio sample from the 11 second club which i originally intended to animate in 3ds max. couldn't find time for that and ended up using the audio to test out the character in anime studio to see how efficient the rig is. comments and criticisms are welcome.
http://www.youtube.com/watch?v=3p2fcCpGPqc
character audition
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- funksmaname
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I think the animation is pretty cool looks very fluid. Head turns etc.
I agree with funks the lip-syncs were a little distracting. I'm still very much learning but I don't tend to use many mouth shapes.
Typically I just make sure that any O's or M's are in the right place and the rest are just halfway or closed. Seems to work
Great character
I agree with funks the lip-syncs were a little distracting. I'm still very much learning but I don't tend to use many mouth shapes.
Typically I just make sure that any O's or M's are in the right place and the rest are just halfway or closed. Seems to work
Great character
--Sven
What *if* the Hokey cokey *is* what its all about?
What *if* the Hokey cokey *is* what its all about?
thanks a bunch guys. couldn't agree more about the lip sync. i noticed that using lip sync with vector interpolation on sometimes messes up the snappiness and emphasis on some phonemes. of course you can fix this with some fine tuning and adding some hold keys at right frames (which i didn't do). seems like sometimes even when you use pagagayo to hammer out the lip sync you still need to do a bit of refinement and take out some unwanted tweening. would have loved to do a retake on the lipsync but i have to design and come up with two more rigged characters by the end of the week. might come round to it eventually though.