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Mixed Fregs - Draft
1
#1
2 Frags +

Hey,

Made a quick draft for a movie i'm working on.

http://www.youtube.com/watch?v=BS_y9V8PDnA

Also, wtf smooths

Hey,

Made a quick draft for a movie i'm working on.

[youtube]http://www.youtube.com/watch?v=BS_y9V8PDnA[/youtube]



Also, wtf smooths
2
#2
2 Frags +

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3
#3
0 Frags +
ProtatoConstructive criticism:
1. No in game sounds.
2. No transitions.
3. There was a crosshair in the soldier clip, sorry if this one is a little bit picky.
4. NO SYNC D: also the song was kind of hard to sync anyways.
But I enjoyed it, it was pretty good.

Thanks! I like to sync, but this song was probably not the best choice.

[quote=Protato]Constructive criticism:
1. No in game sounds.
2. No transitions.
3. There was a crosshair in the soldier clip, sorry if this one is a little bit picky.
4. NO SYNC D: also the song was kind of hard to sync anyways.
But I enjoyed it, it was pretty good.[/quote]

Thanks! I like to sync, but this song was probably not the best choice.
4
#4
2 Frags +

Your smooths are bouncing like that because the player in the POV demo you used to make the smooth is jumping during the ticks in which the smooth takes place. I feel like I could have made that a lot shorter of a sentence.

In game sounds being on might have been a better decision with an upbeat song. Neat frags though, I enjoyed them.

While you're still learning the whole edit process, I would highly recommend learning SFM and using that to create smooths. Once you get the idea down and learn how to manipulate the camera and animate well enough, then SFM is a lot more flexible and overall better.

http://www.youtube.com/watch?v=TMKkiZ6fRlQ&hd=1

The entire beginning was made in SFM and there's no real visual difference (unless you make it obvious).

You should practice making creative transitions. I'm probably not the best person to tell you this, but yeah.

Protato mentioned there being a crosshair in the soldier clip. You should have crosshairs in every clip, except maybe sniper clips. People generally lean toward wanting a crosshair in the video anyway.

As for syncing, you can pretty much sync to any song. You just need to find the right spots in the song to sync with.

I want to go back to the smooths real quick. When you're smoothing in TF2 itself or with SFM, you'll want to make sure the line that appears between each key (where you have the camera facing while letting go of "make key") to be as curved/round as possible. It makes the transition for the camera and the path the camera takes look incredibly better than if the line has some abrupt turns (like a right angle turn or it looks ovally).

Your smooths are bouncing like that because the player in the POV demo you used to make the smooth is jumping during the ticks in which the smooth takes place. I feel like I could have made that a lot shorter of a sentence.

In game sounds being on might have been a better decision with an upbeat song. Neat frags though, I enjoyed them.

While you're still learning the whole edit process, I would highly recommend learning SFM and using that to create smooths. Once you get the idea down and learn how to manipulate the camera and animate well enough, then SFM is a lot more flexible and overall better.

http://www.youtube.com/watch?v=TMKkiZ6fRlQ&hd=1

The entire beginning was made in SFM and there's no real visual difference (unless you make it obvious).

You should practice making creative transitions. I'm probably not the best person to tell you this, but yeah.

Protato mentioned there being a crosshair in the soldier clip. You should have crosshairs in every clip, except [b]maybe[/b] sniper clips. People generally lean toward wanting a crosshair in the video anyway.

As for syncing, you can pretty much sync to any song. You just need to find the right spots in the song to sync with.

I want to go back to the smooths real quick. When you're smoothing in TF2 itself or with SFM, you'll want to make sure the line that appears between each key (where you have the camera facing while letting go of "make key") to be as curved/round as possible. It makes the transition for the camera and the path the camera takes look incredibly better than if the line has some abrupt turns (like a right angle turn or it looks ovally).
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