Ariel's high sorcery - finished
Moderators: Víctor Paredes, Belgarath, slowtiger
Ariel's high sorcery - finished
[original post]
This is close to done, but thought I'd post a progress shot anyway.
[revised link]
Here's the more or less final animation.
(URL broken)
[revised revised link]
Okay, due to link changes, see either the last posts, or here are all three finished:
http://whiteradish.drowtales.com/animat ... es6-1.html
http://whiteradish.drowtales.com/animat ... es6-2.html
http://whiteradish.drowtales.com/animat ... es6-3.html
Fixed links yet again due to changes at site.
This is close to done, but thought I'd post a progress shot anyway.
[revised link]
Here's the more or less final animation.
(URL broken)
[revised revised link]
Okay, due to link changes, see either the last posts, or here are all three finished:
http://whiteradish.drowtales.com/animat ... es6-1.html
http://whiteradish.drowtales.com/animat ... es6-2.html
http://whiteradish.drowtales.com/animat ... es6-3.html
Fixed links yet again due to changes at site.
Last edited by Touched on Fri Jun 26, 2009 10:28 pm, edited 4 times in total.
Yes it's a genuious work.
Very clever to hide the right hand outside the camera view when it turns its position....
I like very much the artwork of the background. and the 3D effect of the sliding hills...
Could you please post a screenshot of the skeleton of the right hand rig at frame 377 more or less? Watching it at slow motion I can see there are two or tree weird frames poses of the hand due to the need of turning the order of the fingers... Don't you dare to use a version of my 3D hand? I'll be very proud if you can reuse that rig or a similar one for your project.... You're invited to do that!
Great work friend!!!!
Genete
Very clever to hide the right hand outside the camera view when it turns its position....
I like very much the artwork of the background. and the 3D effect of the sliding hills...
Could you please post a screenshot of the skeleton of the right hand rig at frame 377 more or less? Watching it at slow motion I can see there are two or tree weird frames poses of the hand due to the need of turning the order of the fingers... Don't you dare to use a version of my 3D hand? I'll be very proud if you can reuse that rig or a similar one for your project.... You're invited to do that!
Great work friend!!!!
Genete
Apparently the Fingers Growing Longer thing is the focus of this scene.
I know you're near the end on this, but is it possible to put some tension/conflict into that struggle between the two hands?
The hand that's restraining the finger growth could use some trembling to match the character's problem.
I know you're near the end on this, but is it possible to put some tension/conflict into that struggle between the two hands?
The hand that's restraining the finger growth could use some trembling to match the character's problem.
Both of you have some valid points. I've added some trembling when she forces her fingers back to normal length (I thought it was missing something too).
Genete, I should have known I couldn't sneak that horrible cheating hand past you!
I ran it past someone else earlier to see if she'd notice the impossible twist it did, and she missed it, so I was thinking of just leaving it, but I know I'd find it embarrassing if I left it in like that, so I've fixed it as well. Rather than show the rig of the bad frame, I'll show the corrected one:

I do still mean to try out your hand rig, but I think it needs to be when I can do so at more leisure, more time to experiment, and in this case I needed to just get it done.
I should be able to try it out on the next project.
I'll upload the video with the corrected hand rotation later today. Thanks for the input!
Genete, I should have known I couldn't sneak that horrible cheating hand past you!


I do still mean to try out your hand rig, but I think it needs to be when I can do so at more leisure, more time to experiment, and in this case I needed to just get it done.

I'll upload the video with the corrected hand rotation later today. Thanks for the input!
Hey! don't worry! Most of people wouldn't see that strange twist (only three frames). I saw it because I watched it frame by frame focusing on the hands due I wanted to know how did you do the hands rig. That's the reason to ask for the screenshot (thankyou BTW). I can see that you use the fan bones to recreate the joints of the phalanxs. It is a cool tip that nobody should miss
Couldn't wait to see your progresses... Cheers!!!
Genete
Couldn't wait to see your progresses... Cheers!!!
Genete
Yes, and notice also I put anchor bones at the bases of each finger, to make sure they're held in place as the fingers flex.
I've been accustomed to getting away with some pretty large changes between actions when I was animating prior to AS, doing quick movements at 10 FPS, so for instance if I needed a different hand position, I'd move the arm a bit, and swap hands at the ease-in point (these would be 4 or 5 frame movements, as you can see in my Marty ad). It's great to actually be able to move the fingers now!
I've been accustomed to getting away with some pretty large changes between actions when I was animating prior to AS, doing quick movements at 10 FPS, so for instance if I needed a different hand position, I'd move the arm a bit, and swap hands at the ease-in point (these would be 4 or 5 frame movements, as you can see in my Marty ad). It's great to actually be able to move the fingers now!
Here's the rest of the animation, but I still need to do a second pass with masking to achieve the second transformation (which is changing the colour of the ends of her hair).
This has the fixed hand and other stuff, and a little surprise at the very end, my first attempt at this thing. You'll know it when you see it!
http://www.drowtales.com/mainarchive.ph ... ate&id=839
This has the fixed hand and other stuff, and a little surprise at the very end, my first attempt at this thing. You'll know it when you see it!
http://www.drowtales.com/mainarchive.ph ... ate&id=839
Last edited by Touched on Thu Apr 19, 2007 2:29 pm, edited 1 time in total.
I'm not in the target demographic for your audience, but I certainly admire your mastery of the whole skill set--draftsmanship, animation, and use of the software... all of which are beyond me.
And to top it off, apparently you'll be putting millions of colorists and pedicurists out of business soon!!
And to top it off, apparently you'll be putting millions of colorists and pedicurists out of business soon!!
Thanks for the kinds words, all! In a way, Ariel is describing how I feel about Anime Studio. AS is a kind of sorcery that opens up a world of possibilities for me that were impractical in all previous software I've used. I liken these videos to Ariel's first experiments in sorcery. I still have a lot to learn in AS. Whole avenues of concepts and Lua scripts I haven't had time to explore yet, but in each animation so far I've been trying something new, and I'm increasingly happy with the results.
What limitations I come across are usually caused by insufficient planning on my part. For instance, in some places in this segment, I had difficulty keeping the forms of her body parts well-constructed at the different angles, because I didn't put enough points in those areas to manipulate. So now I know for next time a necessary amount of points to use.
I'll address specific questions now. Everyone else, thank you for your comments. I appreciate them!
@human: Why "pedicurists?"

@Mikdog: I have a single switch group in the document, and that's her mouth. It contains the 10 basic phonemes I drew for Papagayo. I manipulate these 10 switches with bones, actions, and point animation to create the different mouth shapes and expressions. Each layer is a duplication of my original mouth, so they all have the same number of points, in the same order, so I can use the switch interpolation.
As an aside, I think I understand now why switch layer interpolation is linear-only -- because the point interpolation within the switch layers can be anything, and it could lead to conflicts if there were 2 levels of interpolation.
What limitations I come across are usually caused by insufficient planning on my part. For instance, in some places in this segment, I had difficulty keeping the forms of her body parts well-constructed at the different angles, because I didn't put enough points in those areas to manipulate. So now I know for next time a necessary amount of points to use.
I'll address specific questions now. Everyone else, thank you for your comments. I appreciate them!
@human: Why "pedicurists?"


@Mikdog: I have a single switch group in the document, and that's her mouth. It contains the 10 basic phonemes I drew for Papagayo. I manipulate these 10 switches with bones, actions, and point animation to create the different mouth shapes and expressions. Each layer is a duplication of my original mouth, so they all have the same number of points, in the same order, so I can use the switch interpolation.
As an aside, I think I understand now why switch layer interpolation is linear-only -- because the point interpolation within the switch layers can be anything, and it could lead to conflicts if there were 2 levels of interpolation.
Could you please explaint it better? I think this is an interesting thought and I want to understand what have you discovered.Touched wrote:As an aside, I think I understand now why switch layer interpolation is linear-only -- because the point interpolation within the switch layers can be anything, and it could lead to conflicts if there were 2 levels of interpolation.
Genete
Well, each phoneme layer within a switch group has its own timeline, like everything else. While the interpolation on the switch group itself is linear, the layers inside can have their own keyframes. So, for instance, you hold on phoneme "etc" on the main timeline, but within that "etc" layer, you do point animation, and those keyframes are whatever you want them to be. Right-click on those keyframes, you'll see it. You can do any of the interpolation modes, even "noisy". And it continues working even as you interpolate from one phoneme to another.
In other news, this animation segment has gone online on the Drowtales web site:
http://www.drowtales.com/mainarchive.ph ... ate&id=839
There were some glitches and errors that I found too late to correct before the webmaster Kern went to bed, so the glitches in the glow and the replay button won't be fixed until the morning. But you can consider this as the more or less "final" version.
Now I have 2 or 3 days to finish the segment that goes between this one and the one with Ariel and Faen. It's going to be a rush.
In other news, this animation segment has gone online on the Drowtales web site:
http://www.drowtales.com/mainarchive.ph ... ate&id=839
There were some glitches and errors that I found too late to correct before the webmaster Kern went to bed, so the glitches in the glow and the replay button won't be fixed until the morning. But you can consider this as the more or less "final" version.
Now I have 2 or 3 days to finish the segment that goes between this one and the one with Ariel and Faen. It's going to be a rush.