This is my first real work using blender. I wanted to create a short animation in order to force myself to learn new things. I have had some past 3d experience in 3ds, but this is my first rigged character in blender.
Prior to doing any of this I didn’t even know how to save an image file lol.
Anyway, there’s a bunch of things that I want to fix on this later (like the shoddy and choppy animation =P.), but I think I’m burned out on this project for the moment. I’ll have to put it on the backburner.
And sorry for the crappy youtube compression, but I have no other place to host the 14 meg divx avi. It also seems that youtube did something funky to make the exposure appear way too light… but it might just be where I’m viewing from a mac right now.
Wow. Well dang, considering that–as their first animation–many people make blocky, texture-less, featureless characters gliding with badly synced walk cycles over the rolling tundras of plotlessness, I’d say all-in-all it’s you’ve delivered a tidy little package with a decent story. I mean, even so far as you use expression and what-not.
I congratulate you on this being your first real blender project, it’s a much better start than most people have with it. And the fact that you notice that there are problems (as opposed to block tundra people who often say say, ‘MY AINMATOIN IS TEH BETS!’) means that it’ll probably get better as it goes on.
I think what I noticed are that things seem to cut weirdly with camera changes, or sometimes there are little glitches that look like frame-skips, though that might just be youtube.
You know, since you probably noticed the chops, I’d just like to point out that the jump isn’t exaggerated as it should be, assuming we’re going for a cartoony type, he seems to just move up and down with no acceleration and deceleration that’s normally due to gravity. But that’s the only thing that really stands out besides what you’ve probably noticed, and the thing’s like a minute long, so… excellent first animation.
Yea,
I regret to say, that’s not youtube with those glitches. You hit the nail on the head with awkward camera changes. I’d say that’s the biggest annoyance for me about it at the moment. Unfortunately, a lot of the issues aren’t an easy fix and would cause me to rerender a bunch of frames. And the last sequence took my pc nearly 3 days to render In my storyboard everything looked okay.
That’s what I get for using yafray instead of blender’s internal I guess. I have a lot to learn about working more efficiently for production.
And I couldn’t agree more about the jump. In the future I’ll have to go back and fix all these issues.
Ohhhh. I just noticed. I think you could’ve done something very similar in quality with blender’s internal engine, in a lot less the time. It’s more versatile than you think, and since that’s not actually a photorealistic animation, you would’ve saved yourself the hassle of the computer doing a bunch of unnecessary calculations. <:]