My idea is to have a guy dive off of an absurdly high platform and then hit the ground. He won’t squash though. He’ll be stiff. Straight as an arrow. He’ll then tip over. And explode. For no apparent reason.
Hopefully it will be amusing.
I’m not going for any sort of good rendering quality, but I do want my staging and motion to be fairly good. Critiques are welcome.
Here’s the initial blocking for the first of the two shots:
Another update:
This is the same as the above, except the second shot is fully animated. I may still go back and tweak some things, though. http://www.cessen.com/storage/temp/dive_rough_2.mp4 640KB MPEG-4
Yet another update:
I added a few more keys and moved on to spline interpolated keys. This is quite a bit sooner than I would want to move on to that stage, but I don’t have much of a choice due to Blender’s lack of object ghosting tools. Things were starting to get too confusing. http://www.cessen.com/storage/temp/dive_rough_4.mp4 1MB MPEG-4
Last update:
I’m calling this done. I’ve entered it in the animation challenge, and I’ve also made a thread in the finished projects forum.
I especially liked the camera work for the diver’s impact, but what really got me was the explosion. I don’t know why but it struck me funny and I’m still laughing at it. How did you make him fragment like that, softbodies?
Nope. No softbodies. All of this is hand animated except the particles.
The real trick to making him fragment was transitioning between the rigged version of the model and a version with all the pieces separate. When I just unparented everything all the parts got screwed up, so I had to reposition everything by hand to the same position the rigged version was in.
After that I just did some keyframes + extrapolated IPO curves on all the body parts.
I’d be more than happy to put my .blend files up once I’m finished, so people can see how I did things.
That would be great - I watched your explosion in slow motion with mplayer, and I think you could enter the explosion by itself in the other competetion that running for the best blender explosion
Changed some poses and added some inbetweens. I’m still not happy with this. I guess I’ll just enter whatever I have when the deadline comes around.
(Entering review mode…)
This being one of the first times I’ve animated in Blender, I’m running into some work-flow issues. Namely the lack of a dope-sheet editor and object ghosting. Right now I’m using the NLA editor and dupliframes/key-display respectively to sort-of-kind-of do those things, but especially for ghosting they are poor substitutes.
Maybe I just need to change my work-flow when animating in Blender. I should ask the Orange animators how they work. But still… it seems like at least ghosting is simply a basic animation feature.
Er… I always thought that was what the ACTIONS pane was for.
Here’s a screengrab of my Blender UI for one project on the go:
Normally I have both the actions pane (set to top right) and the NLA pane (usually below the actions). Sometimes, as in this case, I have the IPO pane if there’s anough screen real estate available.
Could you show us a screengrab of your current Blender UI arrangement?
Oh, and whilst you might not be happy with where your animation is heading, I’ve been plenty happy with your progress and would very much like to see it finished