No matter how awe-inspiring a lungfish's cakehole is, it's not going to help it move around on land.

Jun 22, 2006 10:02

This animation school was lunk yesterday by mefi, and although I'd seen all the 2d stuff already, I thought to myself, Self, lettuce see how their 3d stuff looks, because kids doing their thesis are probably going to be inspirationally good at such an obviously good school. And thus I looked. And in close juxtaposition, the 3d stuff looked... dead ( Read more... )

animated, complaining, a link to nowhere, irrelevant thoughts

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diaryarena June 22 2006, 15:31:08 UTC
I think the biggest problem with rigging is that you need to know a lot more of the math (or at least underlying programming complexity) to rig well. So people who are doing thesis projects in animation -- they can probably model really well with a working knowledge of subd surfaces or what it means to have tangent matching on surface joins or whatever, and they can probably texture well with a working knowledge of UV spanning, and they can probably animate well with a working knowledge of handedness and IK pole flipping ( ... )

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sanspoof June 22 2006, 15:42:07 UTC
Agreed. Also, animating straight ahead, as in stop motion, is definitely a different bag of treats. I personally way prefer it, and motion looks less dead and curve-based that way too. But no one will let me do that at jobs.

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diaryarena June 22 2006, 15:56:58 UTC
It's 'cause auto-tweening goes against the whole idea of pose-to-pose animation! It's ridiculous.

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sanspoof June 22 2006, 17:57:23 UTC
Humm... kinda not, though, depending on your granularity of frames.

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