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  1. #1
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    Monster Movie! -- made in Blender

    This started out as an exercise in tangent space normal mapping and learning Blender, but slowly turned into this quickie. A still :
    Monster Movie! -- made in Blender

    The movie:
    http://www.metrocast.net/~chipartist...nsterMovie.avi

    3.7Mb, 80sec, Xvid+mp3 codecs. Let me know if there are playback issues. One viewer said that WMP ran it upside down (!), though I was able to see it OK after a couple of tries (WMP didn't seem to want to recognize the codecs at first).

    Attachment 175293
    Continuity Break -- my sketchbook

    Shameless plugs!
    Kata femme -- a 3D model WIP, now updated!
    The Giordano Gambit -- Barsoomian Zingball at its best!
    Valkyrie Ascending -- now updated with the second in a series!
    ArmaRagnaGeddonRock-yer-Yuga! -- celeztial shitz 'n' gigglez
    I . Miss . America -- "colored [eyes] may hypnotize..."

    "In the end, Razputin, aren't we all just dogs playing poker?"
    -- Edgar Teglee


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  3. #2
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    worked fine for me- nice work- love the movement- he could be a little less stiff IMO but the fog and texture sells him. mmmmm blendery goodness.

  4. #3
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    Thanks, DECYPL, I appreciate the comments. Any particular part you felt looks "stiff," or just in general? In some parts it's intentional, in others not.
    Continuity Break -- my sketchbook

    Shameless plugs!
    Kata femme -- a 3D model WIP, now updated!
    The Giordano Gambit -- Barsoomian Zingball at its best!
    Valkyrie Ascending -- now updated with the second in a series!
    ArmaRagnaGeddonRock-yer-Yuga! -- celeztial shitz 'n' gigglez
    I . Miss . America -- "colored [eyes] may hypnotize..."

    "In the end, Razputin, aren't we all just dogs playing poker?"
    -- Edgar Teglee

  5. #4
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    gave it a few more views- its hard to place but i think i found it- the joint movement between the tibia and tarsus/hoof/foot seems stiff when lifting/landing in the slow walk sequence. I'm not sure if my eyes are playing tricks on me but it seems he has a toe section that bends when it contacts the ground as he runs and jumps? That made for a natural looking sequence in comparison.

    By the way did you use a particle system for the fog?

  6. #5
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    Good call -- that is the worst part of the animation imo, but giving the ankle joint more flex in that cycle just didn't seem to work either -- I chose what I though to be the least of evils. The run and fall had different dynamics, so the flex looks more natural.

    There's actually quite a bit of toe & ankle flex as the foot leaves the ground, it's only on the forward move & plant that I had the difficulties. It may have something to do with the reverse-knee anatomy, too, which required some different kind of moves than a normal walk, maybe making the ankle flex harder to get looking right.

    Yes, the dust storm and dirt effects are all particles, and man, they were a trial! I ended up using a lot of emitters to get the overall effect and render time started getting ridiculous (at one point > 20min/frame) so I had to find ways to kick back on some things like motion blur and total particle count. Got it down to a max of 5min/frame in the end, with most quite a bit faster.
    Continuity Break -- my sketchbook

    Shameless plugs!
    Kata femme -- a 3D model WIP, now updated!
    The Giordano Gambit -- Barsoomian Zingball at its best!
    Valkyrie Ascending -- now updated with the second in a series!
    ArmaRagnaGeddonRock-yer-Yuga! -- celeztial shitz 'n' gigglez
    I . Miss . America -- "colored [eyes] may hypnotize..."

    "In the end, Razputin, aren't we all just dogs playing poker?"
    -- Edgar Teglee

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