• [SFM] Target: 76
    9 replies, posted
AKA "This is what happens when you rush for a online collaboration deadline and then things started crashing." Here is my first full minute Source Filmmaker video featuring characters from Overwatch and Deathmatch characters. This was supposed to be part of Patrick Hunt's "Big Action Collaboration" video, but I missed the Dec. 31 deadline, I kept getting "Out of Key value string space" errors, but went ahead and completed it anyway on the first week of the new year with 'some' fine tunes and experimenting. First non-testing video aside, I'm open to any critiques, comments, and questions you may have and will take note of them for more videos in the near future. The video thumbnail was made by this cool guy(I did the text): [url]http://ithinksteve.deviantart.com/[/url] [video=youtube;eF_vvZxNKzs]https://www.youtube.com/watch?v=eF_vvZxNKzs[/video]
what's that bouncing shadow on the crates at the 07s? [editline]6th January 2017[/editline] the alarm at the end is far too loud
Well.. I guess for a first SFM it is not bad. But it really need some serious animation touch up
[QUOTE=bitches;51633896]what's that bouncing shadow on the crates at the 07s? [editline]6th January 2017[/editline] the alarm at the end is far too loud[/QUOTE] I was having trouble hiding one of the mercs because for some reason I couldn't kill the running animation and muck up the sequence. I lowered the shadow filter size to make it less noticeable, but I guess it didn't work. On the alarm; it seemed okay on my end because that was how the mvm bomb alarm was in the original tf2 gamemode. Guess not apparently.
Is he having a seizure at 0:09?
[B][I]I HAVE ACQUIRED YOU IN MY OCULAR FIELD OF VIEW[/I][/B] [vid]https://my.mixtape.moe/jynqfm.webm[/vid] edit this is incredible
I don't get some of the movements that happen in the video like at 0:09. Like, I've never seen a model spaz out like that before when making a turn animation. Also, did you use a rig to animate these? You're giving yourself 10x more work if you don't use the simple rig.
[QUOTE=Hogie bear;51634515]I don't get some of the movements that happen in the video like at 0:09. Like, I've never seen a model spaz out like that before when making a turn animation. Also, did you use a rig to animate these? You're giving yourself 10x more work if you don't use the simple rig.[/QUOTE] I used Speeder's Animation rigs for the animation along with cutting them at certain points to do the custom animations ie in one shot I used 76's run attack animation and then stopped it at a point to stop and turn around. In some instances, I "tried" blending two sequences into one, but if you've seen the shot where he "jumps" you can see how that turned out. I thought that the rig needed to use the animations WAS the IK rig, but it turns out that there is an Overwatch IK rig item made by the same guy. Chock that up under "Shit I need to learn" for later videos. [QUOTE=haloguy234;51634494][B][I]I HAVE ACQUIRED YOU IN MY OCULAR FIELD OF VIEW[/I][/B] [vid]https://my.mixtape.moe/jynqfm.webm[/vid] edit this is incredible[/QUOTE] Glad my video has become a source of unintended comedy. "Always leave them laughing." Actually, real comment. This was imo the worst sequence to nail down. All I had to do was animate Soldier 76 to crouch down with Reaper shooting him, then turn around in a quick-draw fashion so that Reaper couldn't get a second shot in. the idea in my mind Soldier 76 was this super soldier with quick reflexes to nail the enemy as soon as they make a move. Somehow I could not get this idea translated and other attempts looked...wrong. Reenacting it IRL for the inspiration sort of helped, but in the end, I just went with the least ugly looking sequence which isn't saying much. Hopefully getting used to IK rigs fixes this.
Well as a first try it's not terrible. Animation wise it needs work but that'll come with time if you keep practicing. To start off you might want to consider messing with your cameras FoV as well as shot placement. Shot placement is also heavily tied to timing as well. The timing of your shot placements and how they move can help give the viewer an idea of how the film set and the action taking part in it is moving. Here is am early rough cut of a project that I've been working and even though it is for one segment I tried my best to give the viewers as much information as possible. It's not perfect nor great. [video=youtube;BViRLeonnvc]https://www.youtube.com/watch?v=BViRLeonnvc[/video] Back to your project though; at the scene where Soldier looks behind him, you should've added an extra scene or two of the goons moving up to his position. Don't be afraid to add more shots to give your movie more life; experiment a bit! Just be sure not to cut too fast or add too many as it can become hard for the viewer to keep track.
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