BSA206 - Pink Floyd, the Wall
15:53The animation acted as a catalyst to emotion and representational symbology. EG at one time two flowers are courting, one being lured by a beautiful open flower, representing the female, drawing him in, as he gets closer, they engage, and then fly into a maelstrom of violent embrace, swirling and fighting like a whirlpool. They transform and ebb and flow, revealing their true forms, and then split. But the flower reveals itself again, baiting him in, he grows closer, and she consumes him.
The movie paces in a way that teases you, making you guess what each part means. Starting with a slow zoom into a hotel room, we ask ourselves what is this scene even about? It's slowness and simpleness makes us attentive and ask ourselves for sense. It then pretty much briefly goes over the entire movie, we have images thrown at us, planted like seeds in our minds. The boy loses his father in the war, the boy grows up, rejected by those he tries to grow close to, denied his pet, and when he tries to do things himself, his pet literally dies. He goes to school, where he is taught and institutionalised on how to be accepted, the way things are, what he must do and be to conform with everyone else, he refuses, he revolts. He finds his outlet, a woman, a source to fufil his abyss, what his father left. He takes it forgranted, perhaps not the right kind of fufillment that he can see, and as he gets lost in his own head, she gives up and leaves him, and he falls apart. Falling into a deep freefall of emotion, turmoil and the wild insanity of his own mind. His wall, his coping mechanism, no longer working, having been avoiding everyone to protect himself, he now has no one. I can relate. His people, those that want him for what he can do, then 'save' him, forcing him into the role that they want him to fufill, to conform.
BSA206 Scary things for us.
15:32
Give two examples from early memory
1 ET
2 Tremors 2
https://www.youtube.com/watch?v=7mpiq99j97I
3 Silent Hill
https://www.youtube.com/watch?v=2_nHsqtStLU
4 Event Horizon
https://www.youtube.com/watch?v=OVlnER8SxfQ
5 Deep Rising
https://www.youtube.com/watch?v=r8CYpb7zrjs
Give two examples from recent memory
1 Don't hug me i'm scared - Episode 5
https://www.youtube.com/watch?v=tS_Xq7gSCBM
2 What we do in the shadows, unsettling.
https://www.youtube.com/watch?v=0_VWGV6_N9o
https://www.youtube.com/watch?v=QWk4YtK-iHY
1 ET
2 Tremors 2
https://www.youtube.com/watch?v=7mpiq99j97I
3 Silent Hill
https://www.youtube.com/watch?v=2_nHsqtStLU
4 Event Horizon
https://www.youtube.com/watch?v=OVlnER8SxfQ
5 Deep Rising
https://www.youtube.com/watch?v=r8CYpb7zrjs
Give two examples from recent memory
1 Don't hug me i'm scared - Episode 5
https://www.youtube.com/watch?v=tS_Xq7gSCBM
2 What we do in the shadows, unsettling.
https://www.youtube.com/watch?v=0_VWGV6_N9o
https://www.youtube.com/watch?v=QWk4YtK-iHY
Game Design Idea Farm
17:52
In what setting and style would a game have the best combination of smooth fluid movement accented with punchy reactive desision making and gameplay in a western diesel punk setting.
Some ideas perhaps are difficult to directly explain, hense added video that shows idea in a similar or referencing view.
1 RC style racing game, exploring an old western town, an airship, a backyard.
https://www.youtube.com/watch?v=YOqWbSK4fcw
Re-Volt
2 Matchbox size style racing / survival game, survive till the end of the track, gaining points for durability at the end, avoiding bushes, buckets, rocks, grass etc.
https://www.youtube.com/watch?v=ORScYfWYYVI
Dust Force
3 Traditional racer, around a dirt track, floating track, aircraft carrier, interesting setting.
https://www.youtube.com/watch?v=_CY8eVyMAqg
MXGP
https://www.youtube.com/watch?v=766gZZygNXI
Wreckfest - Next Car Game
4 Flying around a track in the air, avoiding obstacles, turrets, bombs, mines.
https://www.youtube.com/watch?v=fM3LO4WrgPY
5 Shoot 'Em Up carchase, avoid bad staff by avoiding it, shooting it etc as you fly or drive down a high speed track.
https://www.youtube.com/watch?v=MAe39Qv2kEY
6 Combat Orientated checkpoint reaching game, hauling?
https://www.youtube.com/watch?v=PKOYT8tXaXE
Full Throttle
https://www.youtube.com/watch?v=s0jQpSEBu98
Mad Max
https://www.youtube.com/watch?v=lUPEP9hzBUg
Space Run
7 Train Raiding with offroad atv style vehical, deal with terrain as you try to access, destroy and steal a protected train haul.
8 Skyscraper monorail that the player tries to raid by sking on walls, hooking to change direction and avoiding obstacles.
9 Train Smashing, ram things with a train try to blow up as much stuff as possible.
10 Train Battles, akin to broadsides of old naval wars, but landships tracks or not.
11 Airship Battles, floating diesel punk airships broadsiding each other or a campaign
https://www.youtube.com/watch?v=0J3AVXth73A
12 Rythym combat based RPG
https://www.youtube.com/watch?v=jbWZ8rFEjII SRW-Endless Frontier
https://www.youtube.com/watch?v=k82SQT00Q3Q Zoids Saga
https://www.youtube.com/watch?v=FONjct-gG08 SRW-OG
13 Defend the landship from waves of encroching enemies, utilise grappling hooks to move around the ship and swing, mechs maybe to go off and fight back the enemies.
14 Storybased game, explore your landship and the wastes using fantastical diesel punk technology.
Reuben: How can you make a challenging survival game with one character in a small open world?
1 A character vulnrable to the wind, a dandelion seed perhaps, has to stay on track to an objective.
2 Radiation / Fallout, has to get out to an evacuation point, post bombing raid.
3 Ice / storm, has to keep warm / avoid the stuff in the dark
4 A shadow that has to keep away from the light.
5 Bugs / monsters that hunt based on what the character does, have to be careful of scent or too much noice. Alien Isolation style. https://www.youtube.com/watch?v=S2DBrv3iXOw
6 A realism based game, teaching people what they could actually do in geographical locations for food and survival.
7 A fish out of water, needes to get out of some sort of pond to get to the ocean.
8 Character has to get saved by a fly over, and so there are timed challenge to get saved in teh smallest amount of time, signal fire, messages of 'help!' etc
9 Nerd has to collect as many games, cards, virtual monsters in the shortest time, and must find energy drink and doritoes to surive and keep farming.
10 A galactic entity who's life force is attached to it's planet, must build up resources, wild life, flora fauna to get stronger to be able to defend from asteroids, aliens, solar flares and evens etc.
Tracy: How can you stimulate the gamer’s creativity in a journey through a derelict Victorian house?
Lenar: [Nine tails fox mythology] What kind of mechanics can the 9 tail fox mythology bring to a discovery based plat-former?
Ken: What obstacles could a rubber man face as he tries to free his friends?
Some ideas perhaps are difficult to directly explain, hense added video that shows idea in a similar or referencing view.
1 RC style racing game, exploring an old western town, an airship, a backyard.
https://www.youtube.com/watch?v=YOqWbSK4fcw
Re-Volt
2 Matchbox size style racing / survival game, survive till the end of the track, gaining points for durability at the end, avoiding bushes, buckets, rocks, grass etc.
https://www.youtube.com/watch?v=ORScYfWYYVI
Dust Force
3 Traditional racer, around a dirt track, floating track, aircraft carrier, interesting setting.
https://www.youtube.com/watch?v=_CY8eVyMAqg
MXGP
https://www.youtube.com/watch?v=766gZZygNXI
Wreckfest - Next Car Game
4 Flying around a track in the air, avoiding obstacles, turrets, bombs, mines.
https://www.youtube.com/watch?v=fM3LO4WrgPY
5 Shoot 'Em Up carchase, avoid bad staff by avoiding it, shooting it etc as you fly or drive down a high speed track.
https://www.youtube.com/watch?v=MAe39Qv2kEY
6 Combat Orientated checkpoint reaching game, hauling?
https://www.youtube.com/watch?v=PKOYT8tXaXE
Full Throttle
https://www.youtube.com/watch?v=s0jQpSEBu98
Mad Max
https://www.youtube.com/watch?v=lUPEP9hzBUg
Space Run
7 Train Raiding with offroad atv style vehical, deal with terrain as you try to access, destroy and steal a protected train haul.
8 Skyscraper monorail that the player tries to raid by sking on walls, hooking to change direction and avoiding obstacles.
9 Train Smashing, ram things with a train try to blow up as much stuff as possible.
10 Train Battles, akin to broadsides of old naval wars, but landships tracks or not.
11 Airship Battles, floating diesel punk airships broadsiding each other or a campaign
https://www.youtube.com/watch?v=0J3AVXth73A
12 Rythym combat based RPG
https://www.youtube.com/watch?v=jbWZ8rFEjII SRW-Endless Frontier
https://www.youtube.com/watch?v=k82SQT00Q3Q Zoids Saga
https://www.youtube.com/watch?v=FONjct-gG08 SRW-OG
13 Defend the landship from waves of encroching enemies, utilise grappling hooks to move around the ship and swing, mechs maybe to go off and fight back the enemies.
14 Storybased game, explore your landship and the wastes using fantastical diesel punk technology.
Reuben: How can you make a challenging survival game with one character in a small open world?
1 A character vulnrable to the wind, a dandelion seed perhaps, has to stay on track to an objective.
2 Radiation / Fallout, has to get out to an evacuation point, post bombing raid.
3 Ice / storm, has to keep warm / avoid the stuff in the dark
4 A shadow that has to keep away from the light.
5 Bugs / monsters that hunt based on what the character does, have to be careful of scent or too much noice. Alien Isolation style. https://www.youtube.com/watch?v=S2DBrv3iXOw
6 A realism based game, teaching people what they could actually do in geographical locations for food and survival.
7 A fish out of water, needes to get out of some sort of pond to get to the ocean.
8 Character has to get saved by a fly over, and so there are timed challenge to get saved in teh smallest amount of time, signal fire, messages of 'help!' etc
9 Nerd has to collect as many games, cards, virtual monsters in the shortest time, and must find energy drink and doritoes to surive and keep farming.
10 A galactic entity who's life force is attached to it's planet, must build up resources, wild life, flora fauna to get stronger to be able to defend from asteroids, aliens, solar flares and evens etc.
Tracy: How can you stimulate the gamer’s creativity in a journey through a derelict Victorian house?
1 Puzzles, jumping, incredible machines, cause and effect, physics
2 Mystery, ask characters information, find 'who done it'
3 What is in the basement? Mad hatter dinner party
4 Typing game, type to make your character exlore / fix the house / fight back bugs / zombies / spirits?
5 Alice in Wonderland scale and wierdness, have to deal with being small in a HUGE house to explore and find things that give more story
6 Hide from the monster or kids?
7 Find all of the family heirlooms, each heirloom does things such as act as a key or turn on a light etc.
8 Repair the victorian house, story happens as you restor the house to the memories that were made in them.
9 The paintings are living things, they provide the story and show what the house use to be and show the events that happened there.
10 Each room is a portal to another time and people that lived in the house. One during it's construction, one during it's peak, ballroom etc, more when kids happen, it gets old and sold, new family, fire etc. And the spirit of the house narrates for you.
1 Mind control
2 Track momvenet / objectives via smell / scent shown by clouds / trails when activated.
3 Enrage into a wild form based on how much power collected
4 Climb walls
5 Glide / air dash
6 Absorb lifeforce through feeding (would make player vulnrable so timing essential)
7 Possess NPCs to get past person checkpoints, but scanners would detect the kitsune.
8 Fox-fire also called ghost-light, and will'o'wisp. Neon coloured fire bolts / balls. "User is able to generate and manipulate fox-fire which usually manifests as fire, electricity and/or light. Kitsune who are the main users of this power usually expel it from their mouth or tails."
9 Ghost / light clone minions / generation.
10 Talk to spirits / investigate through communicating with spirits or taking to souls from people so they can't lie.
11 Change forms to adapt to the environment.
1 Bar / Oil / Radiator heater
2 Barbeque
3 Tubs of oil etc
4 Paint / colour that permenantly alters the colour of the character
5 Pins
6 Hair stuff, heating irons etc, melted
7 Waste compressor, don't fall in the sink or get ground up.
8 Water / Dishwishing water etc, drowned / soggy
9 Rubbish bin, lost forever
10 Salad / potato salad, suffocate in the mayonaise
11 Broken crazy juicer, shoots peice of fruit / vegetable, fall in get munched.
12 Racing car set (dodge them as the character has to run over the tracks)
13 Vertical books (fall over after jumping on them)
19:07
https://www.youtube.com/watch?v=PIHriph41wg
Nuclear Throne
https://www.youtube.com/watch?v=Y_OAL_O_Ccc
Dungeon of the Endless
http://store.steampowered.com/app/394510/
Helldivers
https://www.youtube.com/watch?v=Xggijbe7I6E
Warframe
https://www.youtube.com/watch?v=Cl2p6MEklAg
XCOM
https://www.youtube.com/watch?v=O3SRarkMCoE
Skyshine Bedlam
https://www.youtube.com/watch?v=5ndsZYAXtEw
Hard West
https://www.youtube.com/watch?v=oATp3xLl0po
Warthunder
https://www.youtube.com/watch?v=bzkUtrT8GQM
SSX
https://www.youtube.com/watch?v=8L54s2m1dPs
Splatoon
https://www.youtube.com/watch?v=uqoxRcP5kbo
EVE
DOOM
Nuclear Throne
https://www.youtube.com/watch?v=Y_OAL_O_Ccc
Dungeon of the Endless
http://store.steampowered.com/app/394510/
Helldivers
https://www.youtube.com/watch?v=Xggijbe7I6E
Warframe
https://www.youtube.com/watch?v=Cl2p6MEklAg
XCOM
https://www.youtube.com/watch?v=O3SRarkMCoE
Skyshine Bedlam
https://www.youtube.com/watch?v=5ndsZYAXtEw
Hard West
https://www.youtube.com/watch?v=oATp3xLl0po
Warthunder
https://www.youtube.com/watch?v=bzkUtrT8GQM
SSX
https://www.youtube.com/watch?v=8L54s2m1dPs
Splatoon
https://www.youtube.com/watch?v=uqoxRcP5kbo
EVE
DOOM
Inprogress: La Jetee
15:55
Who made the film
Director: Chris Marker
Released: February 16, 1962
What was the director of La Jetee was influenced by (or was a remake of)
What films have been influenced by La Jetee?
Write a review of La Jetee
This film brought back nostalgia of View Masters, when I was young View Masters were very common, featuring some of the first 3D visuals that was possible to be seen. Many of these were of movies or shows, showing snippits, and moments of action or important purpose. The film is of the older style, where parts are drawn out, more like a novel than something in the style of a short story, where only parts that add to the story are added, so the watch can be a bit slow.
The framing of each picture was beautiful, and though the storyline for the peice felt a bit generic, it is important to remember that at this time, these types of films or stories weren't around, These are the fore runners to films like 'Presdestination' that are able to take from these older films, and distill down to a easier to process idea.
https://vimeo.com/170985383
Director: Chris Marker
Released: February 16, 1962
What was the director of La Jetee was influenced by (or was a remake of)
What films have been influenced by La Jetee?
Write a review of La Jetee
This film brought back nostalgia of View Masters, when I was young View Masters were very common, featuring some of the first 3D visuals that was possible to be seen. Many of these were of movies or shows, showing snippits, and moments of action or important purpose. The film is of the older style, where parts are drawn out, more like a novel than something in the style of a short story, where only parts that add to the story are added, so the watch can be a bit slow.
The framing of each picture was beautiful, and though the storyline for the peice felt a bit generic, it is important to remember that at this time, these types of films or stories weren't around, These are the fore runners to films like 'Presdestination' that are able to take from these older films, and distill down to a easier to process idea.
https://vimeo.com/170985383
Notes during history
14:57
Asterix the Gaul
1967
Belgium
Adapted from comics, 12 film swere made. First film was made without knowledge of Goscinny and Uderzo. They forced productoin of the sequel to stop though.
Croatia
Ziatok Grgic
Professor Balthazar
Pavao Stalter & Branko Ranitovic
The masque of the Red Death
Canada
Eva Szasz
Cosmic View became Cosmic Zoom, zooms to space, then back to subatomic level, and back to the boy on the lake where it started.
A boy is rowing across the water's surface with his dog.The frame freezes, the bells ring, with a delecate ambience we zoom away, we see the water, the city, the area, the country, the land mass, the continent, the world. The zoom continues, we see the moon, and then darkness until the sun comes into view with a the closer planets, and then further out with saturn and we keep zooming out with the darkness. Suddenly dots appear as if stars, we keep zooming and it's the milky way.
WE keep zooming, the universe before us. suddenly before we know it the zoom turns on itself and we rewind from where we came. But the rewind doenst stop, we zoom now into the boy, a mosquito sits on his skin, we see his pours, bacteria on his skin, the mosquito's straw, the blood cells, the skin cells, into the red we zoom until we reach what I assume is the DNA size, but we keep zooming until we reach indiividual molecules, the frame white and blacks out, it seems they folllow the plumb pooding atom level, and then suddenly it rewinds again.
Back out from the blood, the mosquito, the skin, back to the boy and his dog on the water, it returns from a freeze frame and the boy continues on.
Ryan Larkin
Walking, 1969
UK / USA colaboration
Terry Gilliam
Creator of Storytime 1968, Monty Python's Flying Cirus etc.
Storytime looks like an excellent watch, modern humour.
UK
Oliver Postgate & Peter Firmin
George Dunning
Yellow Submarine (1968)
The beatles agree t otravel in a yellow submarine to rescue the inhabitants.
Italy
Osvaldo Cavandoli
Advertising film for the Italian TV show Carosello called 'the Line'
USA
Bambi Meets Godzilla
Haha what.
1967
Belgium
Adapted from comics, 12 film swere made. First film was made without knowledge of Goscinny and Uderzo. They forced productoin of the sequel to stop though.
Croatia
Ziatok Grgic
Professor Balthazar
Pavao Stalter & Branko Ranitovic
The masque of the Red Death
Canada
Eva Szasz
Cosmic View became Cosmic Zoom, zooms to space, then back to subatomic level, and back to the boy on the lake where it started.
A boy is rowing across the water's surface with his dog.The frame freezes, the bells ring, with a delecate ambience we zoom away, we see the water, the city, the area, the country, the land mass, the continent, the world. The zoom continues, we see the moon, and then darkness until the sun comes into view with a the closer planets, and then further out with saturn and we keep zooming out with the darkness. Suddenly dots appear as if stars, we keep zooming and it's the milky way.
WE keep zooming, the universe before us. suddenly before we know it the zoom turns on itself and we rewind from where we came. But the rewind doenst stop, we zoom now into the boy, a mosquito sits on his skin, we see his pours, bacteria on his skin, the mosquito's straw, the blood cells, the skin cells, into the red we zoom until we reach what I assume is the DNA size, but we keep zooming until we reach indiividual molecules, the frame white and blacks out, it seems they folllow the plumb pooding atom level, and then suddenly it rewinds again.
Back out from the blood, the mosquito, the skin, back to the boy and his dog on the water, it returns from a freeze frame and the boy continues on.
Ryan Larkin
Walking, 1969
UK / USA colaboration
Terry Gilliam
Creator of Storytime 1968, Monty Python's Flying Cirus etc.
Storytime looks like an excellent watch, modern humour.
UK
Oliver Postgate & Peter Firmin
George Dunning
Yellow Submarine (1968)
The beatles agree t otravel in a yellow submarine to rescue the inhabitants.
Italy
Osvaldo Cavandoli
Advertising film for the Italian TV show Carosello called 'the Line'
USA
Bambi Meets Godzilla
Haha what.
Blogging, so much saved, so little time to blog it D:
21:55
I have so many saved and incremented scenes that I told myself i'd upload later. SO many.
My increments of one scene goes over 150, but I never got around to blogging it. Espescially in the holidays it was here when I was awake till closing, constantly working on the animation, I did'n't have the luxury of calming myself and blogging. Saying that I did save a few.
The biggest Issue I had in the holidays and the previous week was trying to make a ground texture that worked.
Unfortunately my texture had to be zoomed too far out / wasn't enough resolution to effectively crater it and so in the end all I had was dirty swirls in the dirt.
I attempted to merge different textures onto my base ground texture through the use of difference clouds to get a semi random appearance.
I then had a revelation.
By using a cracked lake bed texture as a bump map ontop of my sand, it looked like cracked earth but then faded into the distance.
Thoughout my rendering I also tested ways to reduce my render time, being behind and all, and so one of these that was most different was the Final Gather / Diffuse setting. Whilst other settings were able to be edited and reduced, Final Gather added too much beautiful light to not have it.
In culmination, my background was obvious when shown against the more close range ground texture. No matter what changes I did the circle of horizon was obvious, so in the end I just delted for the long shot and it worked well.
Allowing GLORIOUS explosions using the VIDEO COPILOT stock footage.
I wish I blogged more, I plan to definately do more and review more in the future. I just got lost in work and being behind. Thought I was doing well with the blogging until I realised I hadn't posted in a long time.
My increments of one scene goes over 150, but I never got around to blogging it. Espescially in the holidays it was here when I was awake till closing, constantly working on the animation, I did'n't have the luxury of calming myself and blogging. Saying that I did save a few.
The biggest Issue I had in the holidays and the previous week was trying to make a ground texture that worked.
I had alot of tiling issues in the distance, and so using a crater map I found that you can discretely alter something in a fractal form from 3 different textures. This means a brick wall could have alot of variety and avoid the obvious pattern of tiling in the distance.
Unfortunately my texture had to be zoomed too far out / wasn't enough resolution to effectively crater it and so in the end all I had was dirty swirls in the dirt.
But this didn't do well.
I then tried to test out some different bump maps to no avoid.I then had a revelation.
By using a cracked lake bed texture as a bump map ontop of my sand, it looked like cracked earth but then faded into the distance.
This worked excellent, though I wish I had made the texture a bit smaller on the UV, as the pebbles and cracked earth were off scale next to the robot. Which somehow completely had his brushed aluminium texture look different than weeks ago when I had it perfect, but had no time to fix it.
In culmination, my background was obvious when shown against the more close range ground texture. No matter what changes I did the circle of horizon was obvious, so in the end I just delted for the long shot and it worked well.
Allowing GLORIOUS explosions using the VIDEO COPILOT stock footage.
I wish I blogged more, I plan to definately do more and review more in the future. I just got lost in work and being behind. Thought I was doing well with the blogging until I realised I hadn't posted in a long time.
IT IS FINISHED, atleast rendering.
01:15The final scene, one I managed to somehow miss rendering, is in the pipe, the rest is ready to go into premier and fix some sort of audio with. Glad im focusing on using a song than ADR, I feel like adding a direct story to the piece would be very difficult and im amazed at those that have.
BSA206 Breathless
17:28
Breathless (1960) was a French New Wave film based around a main character of Michel Poiccard who is a serial thief. He constantly goes around stealing cars and stealing from those who trust him.
The film was a bit slow for me, but that is like what most films of the age are like, spending alot of time on character development and interaction that isn't necessity to the story. These movies play more like novels than short stories, adding fluff than succinct action, but at the same time they are pushing in that direction. By quickly cutting things such as the car in motion and the sex scene etc alot of fluff is avoided and we go strait into the action.
Alot of jump cuts were used by necessity as of it's adlibed and live action.
Now days we have mockumentaries which have ad-libed and live action, reality tv that is partly scripted, modern movies quickly cutting through content, these movies and their techniques started from these live and rapidly made movies.
The film was a bit slow for me, but that is like what most films of the age are like, spending alot of time on character development and interaction that isn't necessity to the story. These movies play more like novels than short stories, adding fluff than succinct action, but at the same time they are pushing in that direction. By quickly cutting things such as the car in motion and the sex scene etc alot of fluff is avoided and we go strait into the action.
Alot of jump cuts were used by necessity as of it's adlibed and live action.
Now days we have mockumentaries which have ad-libed and live action, reality tv that is partly scripted, modern movies quickly cutting through content, these movies and their techniques started from these live and rapidly made movies.
Walk cycle in progress
22:37After alot of fiddling with the parent system etc, finally the rig is finished, time to derp with the walk cycle.
Class Notes Walk Cycle
15:59
Focus on 1 7 13 19 25
Smallest amount of key frames to make it as smooth as possible.
Timing of legs, then timing of arms, and then in between.
Use Animators Handbook
Strike first pose at 1 'contact pose'
Upright post, front foot flat on floor at 7 'pass pose'
At the start we're only after the pass and contact.
Tilt weight onto foot as the transfer is to the ground. Slighty to one side to keep balance. Make sure the pose is right from the front.
Naturally counter balance, center of gravity should be in the center.
If the timing is out in the first place, any subsequent performance is useless.
As we walk our fleet angle outwards for a smoother avoidance of the ground, makesure you offset your fleet as you walk slightly.
Cut and paste using the grease pencil tool to work out your timing and speed for weight.
Smallest amount of key frames to make it as smooth as possible.
Timing of legs, then timing of arms, and then in between.
Use Animators Handbook
Strike first pose at 1 'contact pose'
Upright post, front foot flat on floor at 7 'pass pose'
At the start we're only after the pass and contact.
Tilt weight onto foot as the transfer is to the ground. Slighty to one side to keep balance. Make sure the pose is right from the front.
Naturally counter balance, center of gravity should be in the center.
If the timing is out in the first place, any subsequent performance is useless.
As we walk our fleet angle outwards for a smoother avoidance of the ground, makesure you offset your fleet as you walk slightly.
Cut and paste using the grease pencil tool to work out your timing and speed for weight.
Issues with rendering
22:21
I'm kind of at a loss, I reduced my textures from 3000x2000 and 5000x3000 down to 1920x1280, yet the render time is still huge.
I lowered the render quality.
Reduced the render size.
But still the render time is huge. Is it purely the MIA-X material and the relfective chrome effect? I'm not sure.
Update:
I went back to Increment save 142 instead of 143 or 144 and the render time was incredibly different at a LARGER render size..
I lowered the render quality.
Reduced the render size.
But still the render time is huge. Is it purely the MIA-X material and the relfective chrome effect? I'm not sure.
Meanwhile, this image, without any sort of optimization was alot less render time. I believe I screwed something up in the render settings.
Update:
I went back to Increment save 142 instead of 143 or 144 and the render time was incredibly different at a LARGER render size..
Update 2
I tested using the difference between the larger and smaller textures, I saved 7 seconds on the render using the smaller textures with still alot of areas to fix.
vs
Town Progression
20:04
Progressing with modular pieces and seeing how they tile, instead of building each building individually.
BSA206 Friz Freleng
17:01What characters did Friz Freleng create?
My favourite character in the Looney Tunes world was Sylvester the Cat, Friz gave life to this character, along with Bugs Bunny, Porky Pig, Tweety Bird, Yosemite Sam and Speedy Gonzales.
What studios did Friz Freleng work for?
Friz began his career at United Film Ad Service around 1923. Friz then waited til 1927 and moved to California to join the Walt Disney Studio. He then left with some colleagues to create an animatoin around the character 'Bosko', whilst they were trying to sell it, Friz worked briefly for Mintz Krazy Kat Cartoons comic studio. He was then picked up by Leon Schlesinger to work in his studio to produce content for Warner Brothers.
Friz then began work to fix cartoons directed by Tom Palmer, which Warner Brothers had rejected. Friz Freleng became Schlesinger's top director.
1937 Friz joined MGM to director for their new studio, but happily returned to Warner Brothers when his contracted ended in 1939.
Friz left Warner Brothers in 1962, months before the studio closed to join Hanna-Barbera. After the close, Freleng and his old boss rented out the same place to create cartoons, forming DePatie-Freleng enterprises. When Warner Brothers reopened their cartoon devision, it was DePatie-Freleng which was actually producing the content. DePatie-Freleng continued on until they were sold to Marvel Comics. By now Friz had joined Warner Brothers as a producer.
Sylvester's Progression through time
Sylvester Prototype
Sylvester the Cat, lasting through till the 90s
Sylvester Jr, for the Baby Looney Tunes show
Recent animation featuring Sylvester
Sylvester's most recent version.
Character Build Progression
20:47
The biggest issue I've had has been with the legs.
The orginal concept art was more abstract than the original silouette,
It was a simple process to build each panel and then combine them into the intended look but it meant my topology was twisted and deformed when trying to turn it into quads.
The orginal concept art was more abstract than the original silouette,
It was a simple process to build each panel and then combine them into the intended look but it meant my topology was twisted and deformed when trying to turn it into quads.
As above you can see the edge loop covered the entire side of one face.
To fix this, Rachell Mann, my tutor recommended I use the function of Quad Draw to rebuild it from the ground up. Which workde out well, but after retrospection, the leg itself didnt fit right with the concept art and after losing the computer I had the finished version on, I decided to build it again from simpler shapes to get the desired appearance of a train / olden mechanical parts.
Whilst others were working on the eye, which allowed them to have pupils and based on a sphere, I wanted my eyes to have a functional Iris. Though building this was frustrating and difficult.

Whilst others were working on the eye, which allowed them to have pupils and based on a sphere, I wanted my eyes to have a functional Iris. Though building this was frustrating and difficult.
After many attempts, dealing with and calculating translations from the duplicate special and rotations and finding the right shape (a tooth like shape is actually more difficult than a banana like shape), I finally came to a shape I liked, that looked right from the front.

This opens and closes neatly and tidly, though to get this without clipping, it'll need more work as from the size and depth, it isn't without fault.
Im tempted to simply use a cylinder that gets tighter and larger with scaling than a full iris, which would also be less geometry, but with alot of shots focusing on the eyes, this might be too much of a comprimise to make it look right.
BVA203 Documentation
01:05
Using the map, I wanted to determine a scale one to one ratio.
I took an imagine from google earth, by using google earth's scale I placed NZ on the potential map along with the scale from google, and knowing the the circumference of earth is 40,000km and my picture is 4,000px across, by making a 200px line it's the equivalent of 200km.
I took an imagine from google earth, by using google earth's scale I placed NZ on the potential map along with the scale from google, and knowing the the circumference of earth is 40,000km and my picture is 4,000px across, by making a 200px line it's the equivalent of 200km.
BSA206 History - David Lynch - WTF
16:58
I don't understand. I don't think im smart enough to comprehend the meaning of this film, but i'll try.
It seemed like everything was a depiction of how things feel.
The baby was an example of how the drama of rearing a child is like rearing a monster. And how it puts a toll on everything, making every second feel like minutes, and ever minute feel like days. Ruins relationships, causes drama and takes over your life.
When he tried to deal with it, as it died it become worse and worse and worse, and then effectively destroyed his life and sent him to 'heaven', the wierd dancing fat cheeked lady thing with the wierd tentacle things, liek wtf were they.
It seemed like everything was a depiction of how things feel.
The baby was an example of how the drama of rearing a child is like rearing a monster. And how it puts a toll on everything, making every second feel like minutes, and ever minute feel like days. Ruins relationships, causes drama and takes over your life.
When he tried to deal with it, as it died it become worse and worse and worse, and then effectively destroyed his life and sent him to 'heaven', the wierd dancing fat cheeked lady thing with the wierd tentacle things, liek wtf were they.
BSA225 / BSA226 Gun Development
18:58
Progression of the gun for today.
I've swapped to using a Break Action revolver. It is more appealing for the style of animation I intend to go with.
I've swapped to using a Break Action revolver. It is more appealing for the style of animation I intend to go with.
BSA225 BSA226 Arm Joints
02:11
Running into issues with planning how big the servos would be for this engine, and the position of such.
I found a single engine with side pivots were unable to work unless some serious work with hydraulics etc was introduced.
I wanted the pivot to be away from the engine and an individual thing because then the pivot and the engine can be individually strong. By having them as one it weakens the redundancy and strength of the limb, another way would be to use pure hydraulics, but that would add extra bulk to the design that wasn't included in the concept art.
Now when getting to the point of over 90 degree pivot, it comes to an issue. Either file the pivot and join to a point, or distend the point in a fashion that allows a bigger range of motion. A socket join rather than what i'd call a floating pivot (both limbs on one pivot, than one limb pivoting off another limb).
The solution to this typically is by using a layered join, one over / under the other. I looked to the human body, confused of how our own joints pivot further than a 90 degree turn, and realized, it's an offset joint using a socket. As shown below.
Following this I managed to push the join slightly farther forward to allow a wide range of movement towards the shoulder.
I found a single engine with side pivots were unable to work unless some serious work with hydraulics etc was introduced.
I wanted the pivot to be away from the engine and an individual thing because then the pivot and the engine can be individually strong. By having them as one it weakens the redundancy and strength of the limb, another way would be to use pure hydraulics, but that would add extra bulk to the design that wasn't included in the concept art.
Now when getting to the point of over 90 degree pivot, it comes to an issue. Either file the pivot and join to a point, or distend the point in a fashion that allows a bigger range of motion. A socket join rather than what i'd call a floating pivot (both limbs on one pivot, than one limb pivoting off another limb).
The solution to this typically is by using a layered join, one over / under the other. I looked to the human body, confused of how our own joints pivot further than a 90 degree turn, and realized, it's an offset joint using a socket. As shown below.
Following this I managed to push the join slightly farther forward to allow a wide range of movement towards the shoulder.









