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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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Messages - fromsoysauce

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Since she's supposed to be a representation of the Shark in the anim8or tutorial as well as the one that used to appear in the previous splash screens. It just dawned on me that her name should be "Shakie Splash" that would also suggest that Robin's full name could be "Robin Icon".

@ronaldefarmer, That's my hypothesis to. The word for seeing recognizable shapes in arbitrary places is "pareidolia."

I think that when someone calls something over-sexualized or describes it as a result of the "coding in the male gaze" it's a clear cut case of pareidolia.

@ Everyone else, I'm always happy to make are with An8 and see that that An8 community enjoys it!

Well I'm glad you found my editing funny. My humor when editing mostly revolves around pointing at things that are either obvious, absurd, or absurdly obvious. Though I don't do it just for fun- I tend to try using it as a redundant alternate way to describe the point I am voicing, just in case the vocal version doesn't resonate.

So she emailed me an elaborated version of her critique which I put in the video's description. She said she would respond to the video over the weekend.

I am excited at how even though I have been on a youtube hiatus for a long time, my subscribers were eager to weigh-in on the discourse.

Though I would like to point out that there are a number of comments that are a lot less lenient than my presentation of the points in the video. The subtext in them, I tend to read as: I'm giving her too much of the benefit of the doubt.

I have been trying to piece together all of it. And let me know if this sounds too concpiracy theory or if the logic is sound.

Premise 1: Radical Feminist are of the opinion that oversexualization and the male gaze are sexist.
Premise 2: FSS fans are disturbed at the noticeably feminist claims that my Prof and TA said.
Premice 3: Prof and TA said my designs were oversexualization and claimed that they were influenced by the male gaze.

Conclusion: FSS fans are disturbed because the claims made by Prof and TA are tantamount to calling FSS designs sexist.

I honestly can see how calling something "oversexualized" is essentially a euphemism for calling it sexist. Though that's mostly because the only feminists I know of who describe things they don't approve as as oversexualized tend to do so to imply that it is sexist.

A summery of her expanded critique are things like Why the: miniskirts, short-shorts, croptops, hour-glass-shaped bods, big eyes, exaggerated eyelashes, youthful, the make up (My characters are wearing make-up????? That's news to me!).

But the thing is I don't think she's actually listing off sexualized traits, she's just listing off the traits that define my characters as having femininity.

Sooo femininity is over-sexual?

Yea I think "Arbitrary" is a good word for this discourse. She has not addressed the video yet, but she did email me an elaborated version of her critique, which I put in the video's description, and I do feel that the things she points out are, as you said, decidedly arbitrary. i.e. she at some point says: Sharkie’s blond hair reminded me of conventional western beauty standards. I am not saying she can’t be blonde, but my question is why is she blonde.

Now read it again but replace Blonde with any other arbitrary color.

Ok I had to research the physics-defying boob-wobble, and yea when it gets to that level I can see how your description makes sense. Though I bring that up because I feel like jiggle physics are not inherently a feature that must be limited or intentionally for the sake of fulfilling that description. 

Second motion in animation is the key to making a character feel like they have weight that can affect the world they exist in, and when applied well to things like spines, and limbs the character becomes more believable. I extend this logic to say that it holds up when you apply it to things like hair and busts: after-all there is an amount of reflection of real life in the idea of that behavior of motion.

In much the same way that a character with long hair that is not rigged to react to her movement would have this uncanny feeling of making her feel like a plastic figure where the mass of her hair might as well be a solid chunk of metal, and that we as the viewers would get more believe her hair existed as what we are to perceive as hair if it properly flows with second motion when animated, I think breast physics can be used just as well to try to ground characters in a more believable space and weight in the world.

But physics defying breast-physics do look kinda ridiculous, but so too does it look weird when the physics for hair flowing is done wrong.

So I am currently in an animation class in college. During critique of project one the prof and TA's description of my work inspired me to analyze and research the soundness of their claims. This video essay was the result:

Ahh! Thanks Gyperboloid! That's exactly what I was looking for!!!

It's going to be really useful because- sometimes I want to export to maya so that I can alter many similar models at the same time using the Maya's Wrap deformer. Now I can export the whole thing back into Anim8or open it up and Loop Cut it back into components! No more needing to export the 8 models and import them one at a time, yay!

I remember by complete accident I pressed some key while editing a mesh. The mesh had a few parts of geometry which were not binded together, and I did plan to separate it into different meshes. But I was planning on doing it by selecting all the faces of each unit and detaching the face to create a new mesh.

But I swear that a few years ago when that happened I had accidentally hit a key and it broke apart the mesh into smaller components based on geometry that was actually connected to each other.

Does anyone know what I am talking about and if so what the hot key to do this is?

I've done a bit of research on it, as I've been giving private tutoring to students as a case-study to see what kinds of explanations are more effective. But otherwise I have been working on things to give the video series more production value, like having it expressed as a cartoon itself.

In the past I used to make some ultra-steamline quick tutorials, but according to the feedback, while it was an effective video series, people complained that it was a bit robotic and maybe a bit too fast paced. Soo for my new series I want to make it a more fun- light hearted cute series that, maybe can even stand on it's own as entertainment if your not super into learning the techniques.

General Anim8or Forum / Re: Where is everybody?
« on: June 26, 2017, 01:56:31 am »
Working on a menu UI system in unity... Also I'm designing mantis girl:

Heheh, yea. Well it would be a pretty useful command to have, a girl can dream.

Probably going to sound silly, but you know how SHIFT-J fills holes when you have the edges around a hole selected?

I had a dream where if you selected 2 points, and hit SHIFT-J it similarly added an edge connecting the two points.

Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: June 01, 2017, 12:24:35 pm »
Oh we're doing icons now? I wanna try!

General Anim8or Forum / Re: Selling Models made in An8 as assets?
« on: May 30, 2017, 03:47:54 am »
I see what you mean- but I think it's coming at it from a very different direction.

The key word in my OP was "side hobby".

I find myself making a video game, and then have a bunch of assets laying about that I don't really know how I could used for a different story. But maybe it could make some small extra cash that could go into funding the next game, if I turned them into purchasable assets.

I can usually make a cute character model, all properly outfitted and rigged in just a day. And as an artist, sometimes I just wanna model ideas. But this winds up creating things that do not fit with the game I am working on at the time.

So, as you might be able to get a sense of, I have a bunch of spare models just lying around and nothing to do with them.

Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: May 29, 2017, 11:39:18 pm »
17 out of 26? That's Really impressive thecolclough congrats!

Also I want to say thanks and congrats to Steve for getting this far with the cool little program!

Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: May 28, 2017, 12:24:39 pm »
ENSONIQ5 brings up a fair point. I find it admirable that he decided to determine what to consider as factors for picking his votes consistently across all entrees. Though I dispute suitability for Renegade. Since for my perspective, Anim8or is a means toward telling stories, so I knew from day one of judging that it'd have my vote.

@ronaldefarmer Thanks. What can I say besides, I love designing characters. I feel like "taking a spin" on existing characters is a fun way to try to express what the characters mean personally to me! Yea there were a number of steps that went into making the text for my bit.

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