• Source Filmmaker Videos Thread v1
    2,704 replies, posted
[QUOTE=Dan*;36984140][media]http://www.youtube.com/watch?v=TrZT7OwQH84&hd=1[/media] This was the result of hard work, blood, sweat, and [b]tears[/b].[/QUOTE] god DAYUM BITCH this is yo MOFUGGIN CHANCE get on that MOFUGGIN DANCEFLOOR SHAKE DAT AAAAAAAAAAAAAAAAA- IF YOU GOT A PROBLEM WITH IT SOCK THAT MOFUGGA IN HIS JAW RIGHT NOWWWWWW IF YOU DIDN'T KNOW IF YOU DIDN'T KNOW I'M BAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA- *shot* (I apologize for this, it was the first thing that came to mind when I watched the video.)
[QUOTE=gaminji;36985717]god DAYUM BITCH this is yo MOFUGGIN CHANCE get on that MOFUGGIN DANCEFLOOR SHAKE DAT AAAAAAAAAAAAAAAAA- IF YOU GOT A PROBLEM WITH IT SOCK THAT MOFUGGA IN HIS JAW RIGHT NOWWWWWW IF YOU DIDN'T KNOW IF YOU DIDN'T KNOW I'M BAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA- *shot* (I apologize for this, it was the first thing that came to mind when I watched the video.)[/QUOTE] [b]SPIT ON A BITCH. PUNCH ON A BITCH.[/b]
[QUOTE=radiomonster;36982059]Very nice! Song name?[/QUOTE] Epic Music - Suspenseful Instrumental Film Score - Saving Emily - ConcordantMind [url]http://www.youtube.com/watch?v=Pm957-PCR4w[/url]
[QUOTE=Greatdictator;36973523]As MAX already asked. DA FUQ DID YOU GET THAT WATER EFFECT !?!?! Seriously i havent seen water in source like that ever . Unless it was animated in 3ds max[/QUOTE] Yeah just through particles.
What I've made so far. [video=youtube;r1e7zFJY3ZE]http://www.youtube.com/watch?v=r1e7zFJY3ZE[/video] [video=youtube;ehSiJDRaf6U]http://www.youtube.com/watch?v=ehSiJDRaf6U[/video] [video=youtube;ZFZ-46t9o9U]http://www.youtube.com/watch?v=ZFZ-46t9o9U[/video] For the next one I'm going for some better lighting. Always try to improve.
[video=youtube;MihFSwIKmkg]http://www.youtube.com/watch?v=MihFSwIKmkg[/video] another short clip I've cut from my movie "WRONG FLOOR." on account of it's nowhere near the quality of the other parts.
[QUOTE=Zachariah;36995018][video=youtube;MihFSwIKmkg]http://www.youtube.com/watch?v=MihFSwIKmkg[/video] another short clip I've cut from my movie "WRONG FLOOR." on account of it's nowhere near the quality of the other parts.[/QUOTE] woah if that's nowhere near the quality of the other parts then your video is going to be kicking rad
[media]http://www.youtube.com/watch?v=fiIuSVMfNpU[/media] Mocap is hard. I had to hand animate that fall so it looks like shit. And yes, those models will be replace with custom models, they broke in decompiling.
[media]http://www.youtube.com/watch?v=X_jpqzSBJWc&hd=1[/media] On another note, accidentally got post #1337. Sweet.
[QUOTE=Hideous_;36996226][media]http://www.youtube.com/watch?v=X_jpqzSBJWc&hd=1[/media] On another note, accidentally got post #1337. Sweet.[/QUOTE] A very deserving #1337 in my opinion.
[media]http://www.youtube.com/watch?v=VY0yHl8OoLI&feature=youtu.be[/media] Very WIP, it goes black for a while, comes back and then stays black. Will have voice acting at some point.
[video=youtube;B0WjeEeoTas]http://www.youtube.com/watch?v=B0WjeEeoTas[/video] [video=youtube;3hL1sHIrZCE]http://www.youtube.com/watch?v=3hL1sHIrZCE[/video] [video=youtube;l-OIoCtlXE8]http://www.youtube.com/watch?v=l-OIoCtlXE8[/video] [video=youtube;_mcWiqanUxs]http://www.youtube.com/watch?v=_mcWiqanUxs[/video]
A quick test of motion capture I managed to get sorted. It's a little floaty at the end but overall I am extremely pleased. Once I get my space a bit more optimized for recording mocap, watch out... :D [video=youtube;_GjflqS3IYU]http://www.youtube.com/watch?v=_GjflqS3IYU[/video]
[QUOTE=geogzm;36996627][media]http://www.youtube.com/watch?v=VY0yHl8OoLI&feature=youtu.be[/media] Very WIP, it goes black for a while, comes back and then stays black. Will have voice acting at some point.[/QUOTE] I like the choice of music. I couldn't at first tell if that medic was a zombie or just trying to help the soldier. If there's a way you can make that more obvious, try to do so. Also it goes without saying that the jump animation is really rough. I recommend using an IK rig for that, as I did a jump animation in my last short and the IK helped stream some of the process. And don't be afraid to make the animation too long. If need be, you can always shorten it using tools in the graph editor after it's done. I'm not going to give you a bunch of tips regarding lighting and camera placement, since those aren't my strong points, but there's probably some touch ups you can consider in those departments, more in the second clip than the first. I'll let someone else handle specifics on that. Very dramatic. I look forward to the final product.
[QUOTE=Engy;36997007]I like the choice of music. I couldn't at first tell if that medic was a zombie or just trying to help the soldier. If there's a way you can make that more obvious, try to do so. Also it goes without saying that the jump animation is really rough. I recommend using an IK rig for that, as I did a jump animation in my last short and the IK helped stream some of the process. And don't be afraid to make the animation too long. If need be, you can always shorten it using tools in the graph editor after it's done. I'm not going to give you a bunch of tips regarding lighting and camera placement, since those aren't my strong points, but there's probably some touch ups you can consider in those departments, more in the second clip than the first. I'll let someone else handle specifics on that. Very dramatic. I look forward to the final product.[/QUOTE] I made a thread for stuff like this [url]http://facepunch.com/showthread.php?t=1201527[/url] You guys should post your WIPs there too. I think it can become a pretty useful thread
[QUOTE=Engy;36997007]I like the choice of music. I couldn't at first tell if that medic was a zombie or just trying to help the soldier. If there's a way you can make that more obvious, try to do so. Also it goes without saying that the jump animation is really rough. I recommend using an IK rig for that, as I did a jump animation in my last short and the IK helped stream some of the process. And don't be afraid to make the animation too long. If need be, you can always shorten it using tools in the graph editor after it's done. I'm not going to give you a bunch of tips regarding lighting and camera placement, since those aren't my strong points, but there's probably some touch ups you can consider in those departments, more in the second clip than the first. I'll let someone else handle specifics on that. Very dramatic. I look forward to the final product.[/QUOTE] Thanks for your feedback :) I believe the first clip is done and dusted, however I probably won include the second because I'm not sure what sort of zombies I'm going for - shambles or methlab. The second clip was a little rushed too - I spent time lighting the first and making sure the animation was all right. There's only one definite flaw In clip one that I can point out - the way the sniper rifle just stops, because I forgot to add some kind of easing.
[media]http://www.youtube.com/watch?v=_NwF8-BGWUo&list=UUkrmxQGy6Qgv92VsSi-yoUw&index=1&feature=plcp[/media]
You guys using Brekel for the mocap stuff? If it's working decently I might pick up a kinect eventually.
[QUOTE=Kuromatsu;37000027]You guys using Brekel for the mocap stuff? If it's working decently I might pick up a kinect eventually.[/QUOTE] I used Brekel, Motion Builder and Maya. I'm going to do a tutorial on it soonish.
[QUOTE=Cyclometh;37000600]I used Brekel, Motion Builder and Maya. I'm going to do a tutorial on it soonish.[/QUOTE] you should really smooth that up, the arm is incredibly jittery, that's just unusable
Am I the only one who thinks that motioncapture doesn't look right in TF2, at all? It appears to detailed for the style of the game.
Mocap is killing SFM.
[media]http://www.youtube.com/watch?v=P-wj4634LNk&feature=youtu.be[/media]
[video=youtube;wq-DDYFgzaE]http://www.youtube.com/watch?v=wq-DDYFgzaE[/video] My first video ever, it took so long time and furious words for me to even learn the basics from the Valve's tutorials. Custom models are tough ones to work with.
[QUOTE=Whit3;37002106][video=youtube;wq-DDYFgzaE]http://www.youtube.com/watch?v=wq-DDYFgzaE[/video] My first video ever, it took so long time and furious words for me to even learn the basics from the Valve's tutorials. Custom models are tough ones to work with.[/QUOTE] That boob jiggle is terrifying. I like working with custom models though even if they're a little janky. I never got dependant on IK rigs, so it's less frustrating to work with things that don't have a rig.
[QUOTE=MaxOfS2D;37000681]you should really smooth that up, the arm is incredibly jittery, that's just unusable[/QUOTE] Heh. That was a proof of concept test- it was literally my first successful one. I had never seen MotionBuilder or Maya before Saturday night, so there was a lot to learn. By Sunday evening I had gotten to the point where I would just herp derp at the thing to get some random motion into MoBu. Once it DID work (late Sunday night), I was so excited about having figured it out that I didn't do anything with the result except maybe 5 minutes of face and fingerposing. So yes, it's pretty bad, but it's lovely to me. It represents a lot of larnin' and a massive amount of trial and error. After working on it all day those ten seconds were beautiful. I've also learned quite a bit since about how to smooth out the capture process in both Brekel and MoBu. :) [editline]30th July 2012[/editline] [QUOTE=CommanderPT;37000849]Am I the only one who thinks that motioncapture doesn't look right in TF2, at all? It appears to detailed for the style of the game.[/QUOTE] I think it's a combination of things- first, the TF2 models are huge compared to normal people and their proportions aren't the same as humans; secondly the best mocap software around currently only does basic skeletal tracking- fingers, faces and the little things that take you out of the uncanny valley are hard to make work properly. I'm finding that the best way to use mocap for TF2 characters is as a base, which is then edited. It takes about as long as doing it completely manually or a bit less but the results (at least for me so far) have been much better. What I'm working on now is the process; I found that I had painted myself into some corners when I recorded two animations that had to interact with each other and their timing wasn't perfect. But, I'm learning and learning is fun.
[QUOTE=Kuromatsu;37003550]That boob jiggle is terrifying. I like working with custom models though even if they're a little janky. I never got dependant on IK rigs, so it's less frustrating to work with things that don't have a rig.[/QUOTE] I know, I just had to somehow distract people from my awful animations. I too prefer custom models even though they cause some extra work and most of them have some small faults like missing eyeposing and glitches here and there. I work with keyframe animation because I'm so used to stop-motion so rigs aren't much of a point of importance for me.
[QUOTE=Whit3;37003893]I know, I just had to somehow distract people from my awful animations.[/QUOTE] hahahaha, fair enough, good tactic. [editline]30th July 2012[/editline] [quote]I think it's a combination of things- first, the TF2 models are huge compared to normal people and their proportions aren't the same as humans; secondly the best mocap software around currently only does basic skeletal tracking- fingers, faces and the little things that take you out of the uncanny valley are hard to make work properly. [/QUOTE] while that's true, I think a lot of it is just that our mind associate hand animation with stylized things. for me, the movement in something like Practical Problems is /too/ realistic. It felt inappropriate in parts. those parts that it did work it lent a lot of life and momentum.
[QUOTE=CommanderPT;37000849]Am I the only one who thinks that motioncapture doesn't look right in TF2, at all? It appears to detailed for the style of the game.[/QUOTE] it's too detailed because people move "normally" with more exxagerated movements and quicker/fast ones, mocap can fit tf2 very well
Body type plays a large portion of how accurate the animation looks, if you have a small actor trying to be heavy or another class above their weight it just ends up not fitting well.
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