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reel touch-ups...comments?
show user profile  $$T-bone$$
hey homies....i couldn't find my old thread so, here's a touch-up of the old post from a few weeks ago.
Basically, all i've done is work on some of the things that tuna and mak had to say about, facial stuff (eyelids and such).
any comments welcome.
it's about 10 megs
got it rendered in DIVX format for those that give a sh$t.

read 1056 times
4/16/2008 1:33:04 AM (last edit: 4/16/2008 1:34:24 AM)
show user profile  Ancient-Pig
Just got my comp up and running with a new OS - must.. get.. codecs...

I'll check it out tonight man

Jon Rush
Lead Character Artist
BattleCry Studios (Bethesda)
read 1013 times
4/16/2008 9:50:29 AM (last edit: 4/16/2008 9:50:29 AM)
show user profile  Dave
Couple of nit picks on the skateboarding bits.

First off, the backside 180. On the pop of the ollie, his shoulders should be thrusted more in the direction he's turning. There's 3 key ingredients to a tasty 180... and I don't think your dude is possesing any of them at the moment. There are hints of them there, and at normal speed it's next to impossible to notice... but anywho:

1 = The twist and release of the upper body. You've got some twist on the go (dude's chest is facing forward) this could maaaybe be pushed a little further, or 'cocked' back slightly just before the release. The release itself... his shoulders are moving in time with the rest of his body, this is incorrect, for a smooth rotation you'd try and get your upper body to spin the full 180 before the rest does (not to the point of breaking your ribs... but enough, like imagine it being a falloff effect... shoulders are at 90, legs at 45, shoulders at 135, legs at 90 etc). It's not uncommon for the 180 to be finished AFTER the landing, meaning to board is pivoted on the trucks that land first to make the full rotation.

2 = The swooping of the back foot. Getting your body to twist is one thing, but for the board to be with you it needs a little direction to begin with. As the ollie is popped the toes of the back foot essentially just guide the board into the initial rotation, it's quite 'unprofessional' to have the backfoot leave the board, especially by a large amount. After the pop you're relying on your body twist and point number 3 to finish the rotation.

3 = The front foot! VERY VERY important, the front foot directly guides the board around, for a starters... the front foot MUST slide all the way to the nose... it is from here where maximum control is attainable. For the backside 180 the right side of your dudes foot is what does the guiding during the "foot roll" when it slides, it flattens out when the front foot is brought back to the front bolts.

Next up... the 5-0 to flip out.

Dude gets some serious air from the ollie, but again his front foot is not doing any of the work (and it should be, it's somewhat impossible for the board to elevate to full height and then level out if the front foot doesn't slide up)

At the point of which the board is levelling out, your dude should be really "tucked" up after getting that much height (I know it's not "real"... but it will still help), then the legs are pushed down (otherwise the board will just fall), and during the push, you'd be leaning back slightly so you can slam the tail down on the rail. Front foot here is only used to stop the board from going left/right during the grind (also acts as the counter-weight, obviously)

Hmm, it looks like he's going into a 50-50 actually, but it's so short and the initial land suggests otherwise that it might be worth focusing on turning it into a full 5-0, tilt that dude up so he's straight to the world and not aligned to the rails direction. Flipping out of such a trick will be solely dependant on the knees and feet, proper crazy flick motion, as crouching the body on a rail going downward is only gonna mess things up when it comes to the pop at the end. Crazy flick! Crazy flick! Crazy flick! And a little "bop" for effect!

The flip out is so fast paced, that there's very little point in amending it, but for future's reference, get that front foot pointing down (not down down... just more down that where you've got it at the moment) to give the impression of the flick when he points it up in the next frame. At the moment, in slow mo it looks like he's just 'hoofing' the air with his heel. Despite popular believe... proper heelflips are not done with the heel! The real trickery is done with the flick of the side of the foot as it reels off the nose. The heel is just what 'kicks out' after the spin is already in process. But as I say.... it's done so fast, people won't notice.

The landing is all kinds of wrong for me, it's a common way to bust your tail! I know he's a small dude compared to the board... but try to get his feet closer to the bolts. (ie, back foot on back bolts, front foot on front bolts)... this makes for excellent landings, and no broken decks! Landing that far back on the board will often cause you to slip out too, as your body will naturally want to tilt, rather than slamming that son'bitch dead straight.

Second backside 180.

The lack of the twist of the shoulders is more apparant here. It's totally the wrong way round man! When you pop backside you're completely blind to your landing zone for a short period, which is a major hazzard when it comes to a smooth landing. So try and get his head around first. Literally like just after the pop... the head needs to be going from looking one way to the other. This way, when you land... you're looking the right way! Shoulders must also be following, and definitely ahead of the legs twist! In the order of which completes the rotation first: Head > Shoulders > Chest > Legs > Feet. As I said before, it's common for the rotation of the board to be completed after the land, so if the majority of your body is already facing the right way, pivoting the board to equal yourself out just "happens"

Bitch of a trick though, if i'm honest, I can only do backsides on my snowboard... never been able to stick them on my skateboard. Usually greeted with the squelch of rubber after landing at about 130 degrees, both trucks down... fail.

Right... one more to go, i'll make it brief!

The fakie ollie, (again with the front foot, but I think you get the point by now!). He's actually defying gravity by more than usual this time! ;). As you're doing a rotation, the same rules of the tiwst/pull back/release apply here. For animating it might be easier for you to get his shoulders up in place first, with the correct orientation. At one point, after the maximum height has been reached his lower body sort of gets "pulled" toward the ledge. I think this had to happen because you finished the fakie 180 too soon and were left with either movement of position and no change in pose, or drastic change in pose and position to get onto the next trick. Slow rotations are sexy as hell, incorperate one! And hopefully the bluntslide will just fall into place 'correctly' rather than being drawn to it like a magnet.

Aside from all of that though... it's bloody lovely! Nice and 'boppy' motions, secondary bounces are ace. Good job!

"I flew over Egypt once"

read 999 times
4/16/2008 10:52:51 AM (last edit: 4/16/2008 10:52:51 AM)
show user profile  horizon
Dave, haven't noticed it's a cartoony character? :)

read 980 times
4/16/2008 11:09:53 AM (last edit: 4/16/2008 11:09:53 AM)
show user profile  Dave
Aye I know it's not meant to be real. But that's like modelling an alien and doing whatever you want just because it's an "alien". I honestly believe sticking to the way certain things actually work will enhance those animations by quite a lot, especially to the trained eye. There are "standards" when it comes to walk cycles/runs/jumps... we follow the way things are done to an extent, and add in our own flavour of character on top. Nothing to say the same can't be said for skateboarding maneouvres.

I didn't (nor don't) have a problem with the crazy airs... that's just character to me. Plus, if any of you have played the early Tony Hawks' games you'll notice that a standard ollie is higher than a player character!... which is fine cause the actual poses were completely logical.

Anywho, it is just advice. I rarely get a chance to comment on animations as I'm pretty crappy at them, so when something does come up that I may be able to pour my 2 cence into... I take the opportunity!

"I flew over Egypt once"

read 976 times
4/16/2008 11:14:31 AM (last edit: 4/16/2008 11:18:11 AM)
show user profile  killerbee2
main remarks would be do some colourcorrection, better lighting and shading.
Although your main target is animation obviously it doesnt mean you don't have to pay attention to it.
It adds alot of value.

read 957 times
4/16/2008 12:04:46 PM (last edit: 4/16/2008 12:04:46 PM)
show user profile  Mad-Dog-Bomber
I liked it :) was pretty funny when he got zapped :) is there any more to show?

read 933 times
4/16/2008 1:03:16 PM (last edit: 4/16/2008 1:03:16 PM)
show user profile  $$T-bone$$
thanks for the novel, took me 'bout an hour and a half to read it all but, i do like to hear comments of any kind. Specially from someone who knows the jist of skatin/snowboardn. yes, i do realize that many of the movements aren't realistically correct but, i did animate this off the top of my head using NO reference material/vids. i skated for several years, and still do from time to time, but it's slowed down alot now that i'm in my mid 30's. I'm not as brave anymore. :) So, i just went with what i know or remember from my hardcore days. like you said, alot of it happens so fast most viewers won't notice half that stuff.
i will go back a take another look at some of the rotations, or the lack there of, in the upper body and shoulders tho. Thanks dude.
KB2 I know. believe me, i'm very aware of the horrible lighting and that flamin' red hair is probly gonna kill most eyeballs but, with an animation demo, they don't give a rats ass bout that stuff. Plus, i suk at lighting. I get way too impatient and pissed off so, i thought i'd just keep it simple. as long as it's not TOO distracting, i think it'll pass. if i were creating this for the film festival it would definitely be overhauled. Thanks for taking the time to watch and comment.
MDB Cool, glad you enjoyed it man. All i got left is what's up on my site.

read 914 times
4/16/2008 2:29:30 PM (last edit: 4/16/2008 2:29:30 PM)
show user profile  scotch_forgot_his_password
Holy shit, how the hell are you doing Travis?

I can't check your reel atm 'cos I don't have any codecs on this PC, but I'll look later.

That said, judging by your site and the state of your resume it might not be much different from the last time I saw it, about 7 years ago. Have you been in a coma or something? :-)
read 904 times
4/16/2008 3:09:14 PM (last edit: 4/16/2008 3:09:14 PM)
show user profile  $$T-bone$$
Holy sheeet!!!, haha, i'm doin' good man...well, better than i was. i got a million excuses for that 7 year lapse. i was laid off at DNA after the movie was done, got married (to someone i didn't want to marry) and was stuck in that relationship for 7.5 years... and then went into a depressive state of coma after forcfully moving back to my home state. i still sat at my comp. everyday, messin' round in Max tho. I didn't have online access during that entire 7 years and that's probly what f$ckd me up the most. i went threw "net withdrawls" for about 3-4 years and then became sidetracked workin' in jobs that don't relate.
Anywho, my reel is different, but i did use a couple of my old anims to throw in there.
Shoot me an email dude.

read 895 times
4/16/2008 3:26:02 PM (last edit: 4/16/2008 3:26:02 PM)
show user profile  scotch_forgot_his_password
Yeah I remember you getting laid off after Jimmy Neutron, but then you vanished. Sounds like you've been having fun though. :-/

The email address on your website works, yes?
read 884 times
4/16/2008 3:47:54 PM (last edit: 4/16/2008 3:48:21 PM)
show user profile  $$T-bone$$
[not having fun tho]

read 880 times
4/16/2008 3:50:09 PM (last edit: 4/16/2008 3:54:18 PM)
show user profile  toldaddy
I like it. totally reminds me of the smurfs for some reason. nice 'n smooth.

read 874 times
4/16/2008 3:58:27 PM (last edit: 4/16/2008 3:58:27 PM)
show user profile  mak
i dont remember ever seeing this before??? anyway some real nice touches, dont like the initial walk of the blocky guy(infact i would make that whole piece very snappy pose to pose) - i think you should add a manhole into that animation so we know what he is reacting to - maybe lose the cat (its missing a scapula) and add some muzak and show us a quicktime in future..i cant scrub avi's. Great stuff.
read 863 times
4/16/2008 4:46:40 PM (last edit: 4/16/2008 4:46:40 PM)
show user profile  $$T-bone$$
toldaddy-- thanks man, i've kinda thought the same thing about the smurfs...someone else has also said that.

mak-- i posted this at least once in the past....thought you were one of the crits i got. maybe it was just tuna. i can make that walk a bit snappier, no prob. One manhole coming up. I like that cat....yeah it's not anatomically perfect but, i was more worried bout the anim and not really the exact structure of it all. I had music in the beginning with my first couple of renders but, i was heavily advised to remove it by several friends in the biz. The Quicktime movie...that's a big no. I don't have the ability to. Old comp. Sorry dude.

read 850 times
4/16/2008 5:27:34 PM (last edit: 4/16/2008 5:27:34 PM)
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