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		<title><![CDATA[Forums - Bricks in Motion - Test 01]]></title>
		<link>https://bricksinmotion.com/forums/topic/14593/test-01/</link>
		<description><![CDATA[The most recent posts in Test 01.]]></description>
		<lastBuildDate>Mon, 09 Jul 2012 18:25:53 +0000</lastBuildDate>
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			<title><![CDATA[Re: Test 01]]></title>
			<link>https://bricksinmotion.com/forums/post/277898/#p277898</link>
			<description><![CDATA[Thanks for the responses, everyone.

I will definitely work more on consistent body positions, and keep it at 15fps for now. 

Repelling Spider, I would love to see the reference material that you mentioned; your tutorial was quite helpful.]]></description>
			<author><![CDATA[dummy@example.com (Cinexcellence)]]></author>
			<pubDate>Mon, 09 Jul 2012 18:25:53 +0000</pubDate>
			<guid>https://bricksinmotion.com/forums/post/277898/#p277898</guid>
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			<title><![CDATA[Re: Test 01]]></title>
			<link>https://bricksinmotion.com/forums/post/277878/#p277878</link>
			<description><![CDATA[[Edit: Wrote this before I saw Squash's post. But I refer to what he is talking about at the beginning as well. I do know of (and use) a very smooth run cycle if you'd like to know it]

Nice test. The biggest issue that sticks out to me immediately is the jerky movements of their bodies. When doing a run cycle or walk cycle, pay special care and attention to the minifigure's body position. For whatever cycle you are doing, body position must remain constant throughout. The figure can't be tilted back in one frame and then be straight up in the next. For a basic walk cycle the figure's body should be in a straight upright position throughout. This means the figure can't be tilted forward every other frame, it must remain straight up. If it helps, here is my 24fps walk cycle tutorial: [url]http://www.youtube.com/watch?v=VU16RPa9Dp8[/url]

I'm assuming the group of three soldiers are supposed to be running. In the 24fps test it looks too fast, but in the 15fps test it looks like they are walking. The difference between a walk cycle and a run cycle can help you a lot. I've got quite a bit of reference material I can link to if you'd like. 

The lighting looks fairly good as well as the DOF. However, I would prefer a slightly wider DOF just so that the back wall isn't quite as blurred out. I like the shot though, the staircase being in the foreground looks rather nice I think. I notice you are using the 50mm. I'd suggest perhaps trying out the kit 18-55mm if you have it. Overall it just gives a good selection of possibilities in comparison to the 50. I own an 85mm for my T2i but it never seemed plausible to use it for animating.]]></description>
			<author><![CDATA[dummy@example.com (Repelling Spider)]]></author>
			<pubDate>Mon, 09 Jul 2012 13:40:12 +0000</pubDate>
			<guid>https://bricksinmotion.com/forums/post/277878/#p277878</guid>
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			<title><![CDATA[Re: Test 01]]></title>
			<link>https://bricksinmotion.com/forums/post/277877/#p277877</link>
			<description><![CDATA[I guess I'll start by saying that unless you had a specific reason for using 24fps, it's probably not worth bothering with at the moment. It's just too tough to keep the animation from looking spastic, and the end result tends to be no better than 15fps anyway. 

As far as the walk cycle goes, the most obvious problem I'm seeing is the back movement. If you try to keep the character's back at a consistent angle through the whole walk, it should look much cleaner. I can't quite see the individual frames, so I'm afraid I can't really discern if there are serious issues with the legs. As long as you're using around 5 frames for one step, you should be good there. The arms are the last thing I would address- it looks like you are moving them counter to the motion of the legs, which is great, but there's a pretty large movement between frames. There are three solutions I'm seeing- 

1. cushion more by taking an extra intermediate frame between the beginning of a step, the middle frame, and the end of a step. 
2. take the same number of frames but move the arms less so the difference between images isn't so extreme.
3. take the same number of frames but move the arms [i]more[/i] so it looks intentionally jerky. This would be appropriate if you were looking for comedic effect.

For what it's worth, I really like the run-cycle. It reminds me a bit of Crispy-Cheeser. There's not much in the way of smooth run-cycles for LEGO, so I think what you have right now is workable as far as the actual motion. You might want to add flourishes like skidding on turns and such.]]></description>
			<author><![CDATA[dummy@example.com (Squash)]]></author>
			<pubDate>Mon, 09 Jul 2012 13:33:29 +0000</pubDate>
			<guid>https://bricksinmotion.com/forums/post/277877/#p277877</guid>
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			<title><![CDATA[Re: Test 01]]></title>
			<link>https://bricksinmotion.com/forums/post/277876/#p277876</link>
			<description><![CDATA[For a run, I like to have a 4 step cycle. Heres a tutorial I made agesss ago [url]http://www.youtube.com/watch?v=EXSZbWa2zPc[/url] but basically for a run you want to miss out a stud for each step and make their arms swing higher.]]></description>
			<author><![CDATA[dummy@example.com (Rsteenoven)]]></author>
			<pubDate>Mon, 09 Jul 2012 13:22:06 +0000</pubDate>
			<guid>https://bricksinmotion.com/forums/post/277876/#p277876</guid>
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		<item>
			<title><![CDATA[Re: Test 01]]></title>
			<link>https://bricksinmotion.com/forums/post/277874/#p277874</link>
			<description><![CDATA[Thanks for the response, EA.

Could you recommend how to improve on the run/walk cycles? I would love some specific information so I can improve it.]]></description>
			<author><![CDATA[dummy@example.com (Cinexcellence)]]></author>
			<pubDate>Mon, 09 Jul 2012 13:06:53 +0000</pubDate>
			<guid>https://bricksinmotion.com/forums/post/277874/#p277874</guid>
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		<item>
			<title><![CDATA[Re: Test 01]]></title>
			<link>https://bricksinmotion.com/forums/post/277800/#p277800</link>
			<description><![CDATA[I think the run and walk cycle needs work, and I noticed a small amount of set bump.]]></description>
			<author><![CDATA[dummy@example.com (Edmeier Animator)]]></author>
			<pubDate>Sun, 08 Jul 2012 14:11:20 +0000</pubDate>
			<guid>https://bricksinmotion.com/forums/post/277800/#p277800</guid>
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		<item>
			<title><![CDATA[Test 01]]></title>
			<link>https://bricksinmotion.com/forums/post/277779/#p277779</link>
			<description><![CDATA[Testing out my dusty animation skills.

Please [url=http://www.youtube.com/watch?v=3jPgFbGkp3w&feature=youtu.be]watch this video[/url] and let me know how I can improve.

I haven't done this in years, so please don't cut me any slack. I'm always open to criticism if it means that I can better my craft.

Specifically I was testing the lighting, depth of field, walk/run cycle, and frame-rate. In Dragon I selected 23.978 when I created it, and exported to 23.978 and 15 fps. If anyone has a good workflow for Dragon and Final Cut Pro, I would love to chat with you about that.

Equipment used:
Canon T3i
Canon 50mm f1.8
Dragon Stop Motion 2.3.8]]></description>
			<author><![CDATA[dummy@example.com (Cinexcellence)]]></author>
			<pubDate>Sun, 08 Jul 2012 01:24:32 +0000</pubDate>
			<guid>https://bricksinmotion.com/forums/post/277779/#p277779</guid>
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