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Posted: Sun Jun 29, 2008 9:48 am
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?

Posted: Sun Jun 29, 2008 10:22 am
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:

Posted: Sun Jun 29, 2008 10:27 am
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.

Posted: Sun Jun 29, 2008 11:14 am
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.

Posted: Sun Jun 29, 2008 11:44 am
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. :?

Posted: Sun Jun 29, 2008 11:49 am
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.

Posted: Sun Jun 29, 2008 12:10 pm
by chucky
well you've got the gif thing sorted, I'm sure you'll get that walk cycle fixed up soon enough. 8)

Posted: Sun Jun 29, 2008 2:27 pm
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

Posted: Sun Jun 29, 2008 3:38 pm
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.

Posted: Sun Jun 29, 2008 9:35 pm
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.

Posted: Mon Jun 30, 2008 4:06 am
by synthsin75
Here's the shading!

Image

Image

Let me know what you think. :wink:

Posted: Mon Jun 30, 2008 4:47 am
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.

Posted: Mon Jun 30, 2008 5:03 am
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:

Posted: Sat Aug 09, 2008 1:39 pm
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