Character critique

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synthsin75
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Post by synthsin75 »

Well chucky, I was using MS Gif to convert avi to gif. That's probably why I had to cut out so many frames. I reinstalled Beneton to try with image sequence, but now it says that my 600 x 540 PNGs are too big (it says 720 x 500). I don't have the patience to import each frame (48) individually.

Any ideas?
chucky
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Post by chucky »

Yup I got the same thing, bummer.:(
I've gotta say though that's a huge file size for a gif, maybe try a smaller render, it''l be quicker anyway. :roll:
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synthsin75
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Post by synthsin75 »

Just tried it at a half-dimension render, and the gif looks terrible. I was going to try using images in MS Gif but it only does AVI. I'm thinking that's the best I'm going to get.
chucky
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Post by chucky »

Hi Synth I tried it out and my test looks pretty much the same as the expensive software I normally use, although the file is a bit bigger.
Here it is.
Image
Did you use transparency or something?
Project settings 500x500 rendered at half frame rate and size.
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synthsin75
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Post by synthsin75 »

I have no idea how you are getting that out of BMG. I've tried everything I can think of. I can't export images small enough to work in BMG or big enough to look any good. :?
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synthsin75
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Post by synthsin75 »

Image

Well I figured out how to get a prettier gif out of MSgif. Here's the latest animation. I added hips and shoulders, but it's a bit stilted I think.
chucky
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Post by chucky »

well you've got the gif thing sorted, I'm sure you'll get that walk cycle fixed up soon enough. 8)
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synthsin75
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Post by synthsin75 »

Image

Okay, I'm pretty happy with this walk cycle. (I really didn't mean to get distracted doing that yet.) So now I can work on the shading. :wink:

http://img511.imageshack.us/my.php?image=girljf7.swf
DarthFurby
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Post by DarthFurby »

I like the way you animated the arm in front, really nice overlap and breaking of joints, but the feet seem to be in a semi-front view position while the rest of the character is facing 3/4, which I think is throwing people off. Nice design by the way, noticeable improvement over the original.
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synthsin75
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Post by synthsin75 »

Image

There ya go Darth! And thanks. It's nice to have this down to the little details. I'm glad you like the joints. I was more worried about the design than the rigging, so it's basically just cutout style. The line width tool is second only to the modified curvature tool.

Now I just need to regain a distinctive style. (After I finish the shading on this)

:wink:

::Oh yeah, I also fixed a little 'snap' in the right leg.
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synthsin75
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Post by synthsin75 »

Here's the shading!

Image

Image

Let me know what you think. :wink:
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tonym
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Post by tonym »

synthsin75 wrote:... it's basically just cutout style..
Very good walk cycle! So good I'm not even disappointed that you didn't go with my pegleg idea (sorry, seemed funny at the time).

Hard to believe this is basically cut-out style animation.

Nice shading, too, btw.
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synthsin75
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Post by synthsin75 »

Thanks Tony. Yeah all of the bones only have influence on one part each, so there is no 'stretch' at any of the joints. None of the joints actually connect in any way. This setup would've worked for image layers except that I needed to point bind the breasts. If those were a separate layer than the torso, the whole thing would have been cutout rigged.

Sorry, I just couldn't bear to give her a peg leg. I had that same 'limping' problem with the first walk cycle I did. I started this last one from scratch, starting with the hip sway. (Would you believe this is only my third, maybe fourth, walk cycle ever?)

Granted it still may not be perfect. :wink:
wena
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Post by wena »

Hi synthsin75

I love her, I wish I could do as well as that. It is at that stage of production I get put down.

Wena
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