Good stuff. That guy kind of creeps me out, because he kind of looks like a bad guy. I was going to ask if you create & render your comic sequences in order, but seemed like a nerdy fanboy quiery. Looks good.
hehe thanks man! you know, I actually do try to keep it as much in sequence as possible because then its easier to keep track of texture changes and any props that have been moved. Plus its more fun for me that way.
Cool. I do each segment in a scene in order, but don't do the scenes in order if in different times or locations. Tried using the animator timeline bar a few times, but its confusing if you decide to go back and change stuff. Imagine if hollywood actors were posed the same way. “CUT! Alright, somebody put Ben Affleck's tongue in Anne Hathaway's mouth!”
oh you must use the animator timeline! it makes life so much easier. All you do is every time you start a new frame, you select all the items (parameters) in the animation palate, and make them into those orange keyframes. That locks them so that everything beyond doesn't change it. Make sure that when you do add a new morph or FBM, you have to go back and 'lock' it like the rest of the parameters.
I do entire acts in one Poser scene. Like for example with 'The Route' I had 4 separate files for the CQB scene. One the Lali preparing, one for the run, one for Jim interfering, and one for the blowjob. Saves a shitload of space on your hard drive, plus its just easier to do the story.
Well I do know that using animation does help you visualize character positioning. You're able to identify the distance and directions people would walk to grab objects, little things like that do help guide the story.
Say for example is an enemy blocks the exit, or door way you have to figure out the escape route.
What's bad for me is when I try to use as few lights as possible. Sometimes I try to use dim point lights to briing out the charactrer's face, and that can get messy in animating.
Good stuff. That guy kind of creeps me out, because he kind of looks like a bad guy.
ReplyDeleteI was going to ask if you create & render your comic sequences in order, but seemed like a nerdy fanboy quiery.
Looks good.
hehe thanks man! you know, I actually do try to keep it as much in sequence as possible because then its easier to keep track of texture changes and any props that have been moved. Plus its more fun for me that way.
DeleteCool. I do each segment in a scene in order, but don't do the scenes in order if in different times or locations.
DeleteTried using the animator timeline bar a few times, but its confusing if you decide to go back and change stuff.
Imagine if hollywood actors were posed the same way.
“CUT! Alright, somebody put Ben Affleck's tongue in Anne Hathaway's mouth!”
Lucky basterds got it easy shooting live action.
But it's still the most fun in having absolute complete control in telling a story.
Deleteoh you must use the animator timeline! it makes life so much easier. All you do is every time you start a new frame, you select all the items (parameters) in the animation palate, and make them into those orange keyframes. That locks them so that everything beyond doesn't change it. Make sure that when you do add a new morph or FBM, you have to go back and 'lock' it like the rest of the parameters.
DeleteI do entire acts in one Poser scene. Like for example with 'The Route' I had 4 separate files for the CQB scene. One the Lali preparing, one for the run, one for Jim interfering, and one for the blowjob. Saves a shitload of space on your hard drive, plus its just easier to do the story.
Well I do know that using animation does help you visualize character positioning. You're able to identify the distance and directions people would walk to grab objects, little things like that do help guide the story.
DeleteSay for example is an enemy blocks the exit, or door way you have to figure out the escape route.
What's bad for me is when I try to use as few lights as possible. Sometimes I try to use dim point lights to briing out the charactrer's face, and that can get messy in animating.