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1 -  CGCHAR Discussions / Critique / Updated Reel

Started by Reed Arneson - Last post by Reed Arneson on: August 29, 2010, 11:59:00 AM

Hiya,

I updated my demo reel with lots of my latest work, so I figured I'd share.

http://www.wheretheheck.net/demoreel.htm

Have a good one,

Reed

2 -  CGCHAR Discussions / Indie Filmmaking / 2011 NEWPORT BEACH FILM FESTIVAL OPEN FOR SUBMISSIONS!

Started by Gregg Schwenk - Last post by Gregg Schwenk on: August 23, 2010, 01:44:46 PM

Celebrating its 12th year, the Newport Beach Film Festival announces its call for entries!
 
The 2011 Newport Beach Film Festival will spotlight over 300 films from around the world, including feature length narrative, documentary, short, animated and student films that will compete for a series of Jury, Festival Honors and Audience Awards.
In addition to film screenings, the Festival hosts premiere galas, an industry seminar series, and question and answer sessions with filmmakers.
 
The Newport Beach Film Festival was named one of the “25 Film Festivals Worth the Entry Fee” by Movie Maker Magazine.
 
The Festival runs from April 28th to May 5th, 2011.
 
NOW OPEN FOR SUBMISSIONS.
ENTER YOUR FILM NOW AND SAVE!
 
*Receive a discount when you submit through Withoutabox!
 
www.NewportBeachFilmFest.com

3 -  CGCHAR Discussions / Character Animation Talk / Re: A quick question

Started by Derek - Last post by Matt Ornstein on: August 07, 2010, 04:48:20 AM

It's generally best to limit as much counter animation as possible... for any controller.  So lets say you are doing a walk cycle, and you are rotating the hips one direction (assuming your spine is a child of your hips here) you now need to counter animate your spine just to get it back in the pose it was in, let alone the pose it needs to be in.  Its going to be very difficult to get clean transitions from pose to pose.

So yes, in this case I'd recommend using your pelvis control as much as possible.

4 -  CGCHAR Discussions / ChitChat / RUNTIAN animation Company look for outsourcing project

Started by runcg - Last post by runcg on: August 04, 2010, 11:19:08 PM

Hi,everyone,I'm from Runcg Company.

RUNTIAN animation company was built on September 5th,2007 in Wuhan.Our company which is devoted itself to cartoon culture propagation and cartoon career development is armed wth efficient production and high technology. Our major work is production,publishment,post edition and special effect designment of 3D animated series.We use 3d technology as our design platform,such as MAYA , 3D. Our major products is animated series. Now we have the pre-production department , 3D production department ,post special effect department and writting department , moreover , we will configure studio and recordingstudio in the future. We have a team which is made up by 50 members who study in architecture、landscape science、animation and art , and all of them are graduated from universities or colleges.

Our company is very skilled in outsourcing sercive, including some foreign companies, such as some in Turkey,Nigeria,Morocco,Bengal and so on.Of course we have provide some outsourcing service in China, the most famous is Zhongnan Electric Power Institution Project in Wuhan. With a profound understanding of the project management, art styles, and development technologies of different game art works, our team is committed to providing first-class quality service to our clients.

Services we provide:
Concept drawings of characters, creatures, environment, and props for different games;
3D models and texture creative of Low Poly / High Poly characters, creatures, environment, and props of new-generation games;
3D models and texture creative of characters, creatures, environment, and props for different plat forms including PC, PSP, DS and etc;
3D character rigging and animation, including Lip Synch;
2D game art works;
Optimization of existing assets for conversions.

Contact:
For specific information, please visit our website—www.runcg.com.If you have any questions, don’t hesitate to contact us. You will be replied as soon as possible.

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We are looking forward to conducting stable, friendly and win-win cooperation with you!

5 -  CGCHAR Discussions / Character Animation Talk / A quick question

Started by Derek - Last post by Derek on: July 28, 2010, 01:51:03 PM

Hey guys,

I actually asked this question over at 11 seconds but really only got one reply. I'm wondering if anyone here has a take on it as well. Basically, I'm trying to figure out a good workflow for dealing with the body translates and pelvis rotates on biped character rigs. I've heard that it's really not advisable to rotate the body translate back and forth (x rot, I think), but instead use the pelvis and counter the spine.

When posing a character and shifting the weight, is it better to rotate the body control and then counter the pelvis, or rather rotate the pelvis and counter with the spine.

Sorry if this is unclear, as it's really difficult to explain. I can post images if that would help. I've heard that it's best to keep the body translate alone and work with the hips, but I've seen some animators actually rotate the translate control quite a bit.

Just curious

Cheers

6 -  CGCHAR Discussions / Critique / Re: Nice Person lip sync

Started by isosmrt - Last post by Virgil Mihailescu on: July 23, 2010, 05:25:49 PM

I think the best stuff is somewhere in between. It's great to see dynamic stuff, looks more alive on cartoon characters... but it depends on character design too, and also 2D drawings need more exaggeration, 3D puppets seem to be more at home with subtler movement. but yeah, 3D characters can also be just as zany and exaggerated, and look great. this character design though doesn't lend itself that well to aggressive exaggeration. anyway, if you exaggerate, especially on more realistic looking human characters (meaning they don't look like muppets), make it more natural :P less abstract. like a monkey bit by a snake... will act very aggressive and exaggerated, I guess, but it will not look abstract.. :D it will have "proper body mechanics" and "realistic weight"... well, of course, 'cuz it would be a real monkey :P

7 -  CGCHAR Discussions / Character Animation Talk / Re: A Special Gift - Short Film

Started by willhoag - Last post by Virgil Mihailescu on: July 23, 2010, 04:50:04 PM

I was about to ask - where's the film??... and then I found the play button. you should make that visible... you know? it's pretty important. :P
love the look/shading, the character design, and of course, the animation. and pretty impressive reel :)

8 -  CGCHAR Discussions / Character Animation Talk / Re: Body Mechanics

Started by Samrat Chakraborty - Last post by Virgil Mihailescu on: July 23, 2010, 04:41:02 PM

hihi, this conversation is fun :D
Hey, samrat, if you're new to animation, first of all, get some books on animation, like The Animator's Survival Kit. you could use that as a manual. it's just an idea, not a rule :) and look for everything you can on the internet, there are many resources nowadays, if you understand English well enough. including video tutorials. the best video training I could find is Jason Ryan's, check that out. and yes, of course, as an animator you have to master body mechanics. it's your bread and butter. do a lot of bouncing balls first though :P look at Animation Mentor semester 1 reels for ideas, they do posing, balls, and they get into walks with a very simple rig. take it slowly, step by step. it takes time, patience, and lots of practice :) have fun!

9 -  CGCHAR Discussions / Character Animation Talk / Re: Vimeo demo reel channel

Started by Matt Ornstein - Last post by Matt Ornstein on: July 23, 2010, 04:32:24 PM

Pardon?  I have no idea what you what you are talking about?

10 -  CGCHAR Discussions / Character Animation Talk / Re: Problem wid Norman!!

Started by Gaurav Ratra - Last post by Virgil Mihailescu on: July 23, 2010, 04:31:14 PM

pretty sick thing :P I have no idea what the rigger did and how he managed to have all that geometry referenced without it appearing so in the drawing overrides. but! what you can do is go to Display > Drawing Overrides, on either geo or shape node, doesn't matter, and check that. It will set itself to Normal by default and you'll be able to interact with the geometry :)

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