  | |  | Re: Bone & Object Movement More Intuitive in Carrara 5? | Re: Bone & Object Movement More Intuitive in Carrara 5? 2005-10-27 - By nicholas8681
Back Well seeing that character rigging and animation in Carrara is a specialty of mine. I'd be happy to demonstrate. Give me a few days I'm going out of town until Sunday. Not going to really attempt to convince you because thats not my job and it appears you've made up your mind, but I do like Carrara and it would be nice to see you continue using it.
--- In Carrara@(protected), "mountainguild" <brucegregory@(protected)> wrote: > > Of course, manipulators or no manipulators is a matter of preference, > but from what does a user form his preferences? As an example: > animating a character from pose to pose or in a straightforward manner > requires, sometimes, non-planer and spontaneous motion of individual > bones and IK handles. The more fluid the response of the armature, in > this case, the better. You might say, "posing without thinking too > much", because, most times, you are trying to attain a natural > performance, not a robotic one. In almost every way, Carrara > facilitates fast animation production - I just found it frustrating > and very time consuming having to always "mind my "P's" and my "Q's" > by pre-selecting movement planes, grabbing the right portion of a > manipulator, etc. > > I'd like to see a screen capture of someone manipulating a skinned > character, and how quickly the user can fluidly change views and > manipulate bones and IK handles, set keyframes, adjust the animation, > and how many things get in the way of seeing and posing the character, > itself. > > As an aside, so much attention is being given to advancing the cause > of photorealism, these days, that the humble character animator is > being overlooked. Character animators are becoming increasingly aware > of their lack of ability in finishing even a small production - > photorealism is the least of their concerns. Carrara is software > tailored to the individual producer. Individuals rarely finish any > animated production featuring photorealistic landscapes, interiors and > characters, due to the tremendous outlay of time required to develop > the photorealistic aspects of it. . . so why is so much energy and > so many resources being used, and money spent, to develop software > that strives for everything photorealistic. Why do 3D artists keep > directing their animation efforts based on photorealistic values if > the likelihood of them finishing any such project quickly approaches nil? > > Before I upgrade, yet again, any piece of software, I will have to be > satisfied as to its merits in the area of character animation speed > and facility, that's all. > > Sincerely, > > Greg Smith >
-- ---- ---- ---- ------ Yahoo! Groups Sponsor -- ---- ---- ---- --~--> Get Bzzzy! (real tools to help you find a job). Welcome to the Sweet Life. http://us.click.yahoo.com/A77XvD/vlQLAA/TtwFAA/_iFolB/TM -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- -----~->
Welcome Yahoo Members!
http://www.eovia.com Yahoo! Groups Links
<*> To visit your group on the web, go to: http://groups.yahoo.com/group/Carrara/
<*> To unsubscribe from this group, send an email to: Carrara-unsubscribe@(protected)
<*> Your use of Yahoo! Groups is subject to: http://docs.yahoo.com/info/terms/
Earn $52 per hosting referral at Lunarpages.
|
|
 |