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Old 23-08-2006, 10:14 AM   #91
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The problem I'm thinking of in my head is the rig, and how it will translate (if at all) between Max and Maya. Well, only one way to find out, I'll export Maximus when he's done and you guys can see if he works or not. Or... maybe just a tentacle and if that works we can see about 'mechs. (what the hell would you guys want Maximus for anyways?)
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Old 23-08-2006, 01:40 PM   #92
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I can tell you now that it won't work. Right now it's only possible to import/export geometry, Maya has it's own joint chain and IK/FK language, which has furthmore been updated since version 6.5.

D,
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Old 23-08-2006, 04:46 PM   #93
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Quote:
Originally Posted by DerekSc
I've heard quadrapeds are harder to do than bipeds. I animated a quadraped once but I didn't have to do much with him, so I can't really comment one way or the other.

Ideas:

MECH BATTLE
Two mechs (any number of legs you want, or tracks like a tank) duking it out with lasers, PPCs, missles, pickled onion launchers, whatever. Two mechs enter, one mech leaves. Something like the ATSTs from Star Wars aren't too hard to do (two legs, a couple of turrets and that's it), or you can go full blown Battletech Warhammers and stuff.

- or -

TENTACLE CREATURE ATTACKS
Thinking along the lines of the Kracken in Pirates of the Carribean or the Sarlaac in Return of the Jedi, some sort of tentacled creature attacks an object, person, animal. The person with the most suckers on their model wins (just kidding). Environmental effects are your choice (splashing water, spewing blood, rain, etc...).

(Just thinking about it, War of the Worlds combined both of those challenges.)

Derek your ideas are interesting but I dont think appropriate. They are a little too large scale. Most of the people (including me) wouldnt be able to handle any sort of decent battle scene in two weeks. Freespace probably could, but he is some kind of freak cyborg with max installed into his very brain.

Best leave it to small demonstratable animation skills.

Why not have a different principal each challenge. each challenge will demonstrate one of the 12 different principles, squash/stretch, follow through, movement arcs etc.

Then move into emotions. A challenge for each emotion. Anger, Sadness, Happiness. It wouldnt have to be human, you could make a box appear happy if you have the skills.

That way we all learn as animators?
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Old 23-08-2006, 09:39 PM   #94
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yeah the bones wont export, but the mesh should.
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Old 23-08-2006, 09:41 PM   #95
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Quote:
Originally Posted by martimus
Why not have a different principal each challenge. each challenge will demonstrate one of the 12 different principles, squash/stretch, follow through, movement arcs etc.

Then move into emotions. A challenge for each emotion. Anger, Sadness, Happiness. It wouldnt have to be human, you could make a box appear happy if you have the skills.
Yeah, I agree that my ideas are ambitious for a 2 week comp (maybe ok for a month long competition like the low poly challenge).
I really like the suggestion of doing the basic principles and emotions, that's a great idea Martimus!
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Old 23-08-2006, 09:43 PM   #96
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Quote:
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yeah the bones wont export, but the mesh should.
what kind of model - creature or mech
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Old 23-08-2006, 09:44 PM   #97
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that was weird did you just change your text as i was quoting you???? you just asked for a model to be donated....

D,
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And thus I clothe my naked villainy
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Old 23-08-2006, 09:54 PM   #98
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yeah, I had to make a change. But if we do get a model that we all can mess with, we would need to agree on what it is we do next.
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Old 23-08-2006, 11:04 PM   #99
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Well, everone would have to rig it differently as well. I dont see the point.

Who cares about the model? Just make it out of tubes and boxes
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Old 23-08-2006, 11:08 PM   #100
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well apart of animating, is the rigg. So it would be cool to see how everyone would setup the same model.

Everyone could learn something from that.
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Old 23-08-2006, 11:39 PM   #101
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idea, what if we did one just on rigging. No animation, just a demo on the rigg, and how it moves.

The end render would be a basic quick render, showing everything you normally would not see.
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Old 24-08-2006, 02:14 AM   #102
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well, it's hard for me to give input as I am a total beginner (you have all seen my very first two ani's) so I do not know what is important. One point seems to always keep coming back, which is we need to start from the basics. I would have to personally say, that I as a beginner with the help of our fellow members did a pretty good job and I enjoyed animating the characters. I never said I didn't like the pinball challenge, but that is something in my opinion more for a scripter, but it will definitely be an experience hand animating the steelie (it has been occupying my free thoughts for days now on how I am going to tackle this one) and I think that is the point of the challenge.

I am sticking with my idea with a quadraped - a dog would be funny. But if we need more hip and arc practice - then I am ready for animation aerobics...

D,
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Old 24-08-2006, 07:05 PM   #103
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Hmm..
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Old 24-08-2006, 07:17 PM   #104
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Hmm..
lol - martimus
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And thus I clothe my naked villainy
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Old 24-08-2006, 08:03 PM   #105
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btw, I need advice on something. If anyone can offer help, please do

http://forums.3dtotal.com/showthread.php?t=45145
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