[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Home]
Board
Settings Home
/3/ - 3DCG

Name
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.
  • There are 68 posters in this thread.

05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
06/20/16New 4chan Banner Contest with a chance to win a 4chan Pass! See the contest page for details.
[Hide] [Show All]


All work safe boards are now on the 4channel.org domain. Make sure to update your script blockers and whitelist the new domain.

There's now a setting option under Navigation to display the full list of boards on 4channel.org

The 4chan Vtuber Competition is over. Click here to see the winning entry!



File: Thumbnail.png (1.05 MB, 1680x943)
1.05 MB
1.05 MB PNG
I don't often see threads about animation posted here. So I'll make one. Post animations you've made here, and don't be shy. No matter how shitty or how good it is, share it in this thread!

I'll post mine just to start it out.
https://www.youtube.com/watch?v=ibSC39M7siQ
>>
thats pretty good.

good animation tutorials for blendlets like me are kinda spare so thats still the part I feel most uncertain about in 3d.

For example there are tons of walk/run/climb-cycle animation tutorials, but is that really how you make a character walk in an 3d animation? That seems more like a thing for games. Or do I really have the walk-cycle repeat and let the character slide along the floor?
>>
>>629181
No weight
>>
>>629215
In most cases, at least from my experience, you do want to animate it as a cycle. It would take so so much longer to animate each individual step for the entire shot, which you should only do if a cycle won't work (like if the character is taking irregular steps or something like that).
>>
>>629281
I kinda tried doing that in the past and found it hard to not have the feet sliding along the floor slightly.

I dont know if you're on blender, but adding together cycles seems like a pain, even when using that NLA editor thing.

I heard maya has a pretty cool animation library thing and the ability to transfer animations to other characters with identical rigs. is that true? It it worth learning that at this point?
>>
>>629284
If you want to do character animation then Maya is the way to go, everything else isn't worth learning.
>>
Come on, somebody else post their stuff. This happened last time I made this thread too.
>>
>>629642
Nobody on this shit board actually even makes anything.
>>
>>629291
I've heard that Houdini 16+ has pretty strong rigging and animation capabilities. Is there anyone with experience in both to give their opinion?
>>
File: stickman_jump.webm (677 KB, 716x460)
677 KB
677 KB WEBM
I did the modelling and animation in an hour for a /v/ meme thread
>>
>>629705
houdini is marginally better but less resources to learn from, while maya has hundred of vids and tutorials about basically everything
>>
>>629884
Pretty good considering it was done completely from scratch in only an hour.
>>
>>629686
lots of people here make stuff; it's just that when it comes to animation, which takes a lot of effort, no one makes stuff with /3/ in mind.
any animations that people make won't be posted here because they could potentially be doxing themself by showing something they made for work or their personal account.
>>
I just stumbled into this thread

here is something I have made

https://www.youtube.com/watch?v=yuDf4RU8zys
>>
>>630255
And at 2am
Kinda cheated using the toon outline thing in Maya but whatever
>>
>>630264
Here ya go, working on a series with these characters. Making a few out of context shorts to practice.

https://www.youtube.com/watch?v=Jaze_brS27E
>>
File: RC_Game_Store.png (3.42 MB, 1200x549)
3.42 MB
3.42 MB PNG
>>630418
Meant to respond to OP but yeah, I think /3/ is mostly for funsies (and occasionally true unbiased feedback) but yeah, it's unfortunate to see less animation out there. I think a reason is youtube prioritizing a 10 minute length for monetization, which leaves animators whom would be LUCKY to release something monthly out in the cold.

But where there's a will, there's a way.
>>
>>630418
>>630419
I feel like this has potential. Any more information at all on this project? I'm interested.
>>
>>629181
You should've spend more time storyboarding. In the first scenes it isn't clear at all why one space ship picks up a fight with another. I don't see them racing towards a planet when it happens.
Your textures are non-existent.
You didn't even add any background.

You know some basics, but lack of polishing makes it look amateurish.

>>629884
Changing position of the camera so much looks bad.
As a rule of a thumb: if you couldn't move camera this way in the real world, then you're doing something wrong.

>>630271
4chan is for adults only.

>>630418
Your characters move very stiffly: the way they abruptly stop, how they wave arms and how their bodies are completely straight and unmoving when they stand is jarring. Read The Animator's Survival Kit.
>>
File: 0001.gif (762 KB, 400x200)
762 KB
762 KB GIF
I'm learning basics. Thoughts?
>>
>>633013
now put a dick on it. also feel free to increase the resolution just a touch.
>>
>>633037
Yeah, good point with the resolution. Thanks Anon.
>>
>>632457
It's an ongoing thing I'm building, a universe from which to make shorts and comics.

Just finished a new on today actually, onto the next.

https://www.youtube.com/watch?v=WmjRWUB0dqk
>>
>>633081
kek
>>
>>633013
Cool. If you want another quick exercise, try learning blendshapes (if you don't already know) and make the same animation but with the ball squashing and stretching like it's made of rubber.
>>
>>633008
>As a rule of a thumb: if you couldn't move camera this way in the real world, then you're doing something wrong.
Makes sense, thanks for feedback
>>
>>633111
>blendshapes
Do you mean something like this: https://en.wikipedia.org/wiki/Morph_target_animation ?
Thanks for the suggestion, Anon! I really appreciate it!
>>
>>634088
Yeah, that's it. I was just using the Maya name since I wasn't sure what it was commonly called.
>>
>>634088
That's what he's talking about. They're actually insanely easy to set up. You have your object as you modeled it, then you add a shapkey and make the changes you want (if it's a ball, size it down on the z-axis to make it squash). After this you get a slider to change your object from the default to the new shape.

Good for everything for balls to facial animations. I use it a lot for sliding doors and what not.
>>
File: small.gif (1.88 MB, 500x281)
1.88 MB
1.88 MB GIF
What do you think about this jumping flour sack that I made with blend shapes?
>>
>>634369
Thanks!
>>
>>633013
Kinda looks unnatural at the end. As if it started as a rubber ball then turned into a metal ball.
>>
>>634367
Veggie tales!
>>
>>634418
Thanks for mentioning it anon! I didn't know about that cartoon and seeing an example of this simple exercise done by pros was helpful.
>>
Any ideas where I could find a good blender model of a character to rig it and animate it?
>>
>>636979
http://www.manuelbastioni.com/manuellab.php

They come pre-rigged, but if you are looking to practice, you could always delete the rig and weighting info.
>>
>>636983
Thanks!
>>
>>629181
As someone who's switching from 2d animation to Blender today, why the fuck is this fucking program so hard to animate in. Not only am I not used to using tweens to animate, but I have to keep making key frames when using separate limbs for a rig. I just don't see myself ever getting the hang of it. I know I will but I'm already having a ridiculous amount of problems just animating alone. This is making me want to kill myself.
>>
>>637053
>Not only am I not used to using tweens to animate
tweens is not a new thing nigger, iv been using it in 2002 when flash mx was out.
>but I have to keep making key frames when using separate limbs for a rig.
yes you have to key your rig, whats the problem?
>>
>>637096
I never said it was a new thing, cunt. I don't use tweens and I hand draw each frame. Is that too hard for you to understand?
>>
>>637097
there you go friend

https://blender.stackexchange.com/questions/49097/is-there-a-shortcut-to-keyframe-an-entire-skeleton

https://blender.stackexchange.com/questions/73779/remove-the-smooth-animation-in-blender

if you need help just ask
>>
>>637100
Holy shit, thanks!
>>
File: 1474205263782.png (192 KB, 512x512)
192 KB
192 KB PNG
>>637097
the entire animation toolset in 3D was completely changed. this is mostly true for people that do animation by hand.

you might want to re-study animation just for getting to know the new features in 3D
>>
>>637053
>As someone who's switching from 2d animation
Why are you switching from 2d? If you think 3d animation is going to be easier, or quicker, then that is not a good reason

>This is making me want to kill myself.
I thought learning new things, especially diving into completely new environment is supposed to be fun.
>>
>>637102
>you might want to re-study animation just for getting to know the new features in 3D
Yeah, it's something I'm reluctant to do, but hey we all need to go back to the basics frequently anyway, right?

>>637117
>Why are you switching from 2d?
I've been animating in 2D for 6 years. If there is more to learn, I want to learn it. Also the fact that knowing both is a huge advantage.

>If you think 3d animation is going to be easier, or quicker, then that is not a good reason
I don't remember implying this. Weird assumption to make.

>I thought learning new things, especially diving into completely new environment is supposed to be fun.
Well before that sentence I mentioned that I was having a ridiculous amount of problems animating. So it's less learning and more googling the answers pretty much every 20 or so minutes while simultaneously having to animate in a way that's completely foreign to me. Not sure why that sounds like fun to you haha. When it's not frustrating it IS fun.
>>
>>637121
It was not an assumption, hence the "if". I see many people failing at 2d and picking up 3d, I'm happy that is not the case for you.

I recommend watching tutorials first instead of searching for answers and attempting to problem solve everything yourself.

you genrally do >>637100 for your key frames, and then tweak curve interpolations to get nice inbetweens.
>>
>>637127
Yeah it's the tutorials I was having problems with. Sometimes I follow the instructions and get a completely different result. It's obviously due to my incompetence but it still is a bit frustrating. Especially the key frame problem, which was the main thing for me. Now that I know I can definitely pull this off by making sure I'm sure that I followed the tutorial correctly.

The curves are gonna take some getting used to. It's weird but it feels like I'm not even animating when I use it. One thing that's been bugging me though is how exactly do I add points to the graphs? I want to ease areas but there are only fixed points in the key frames that I can.
>>
>>637128
https://www.youtube.com/watch?v=cp0jwXDuOow

i should mention, the graph editor is supposed to be difficult. so don't get discouraged by it.
you should focus on learning the controls and everything else will come naturally
>>
>>637128
>It's weird but it feels like I'm not even animating when I use it

yes exactly. and most people on this forum feel like they need plugins to rig and animate which is ridicules.
>>
>>637128
just think of the points as your key frames, your most extreme poses, and you can move them around to change timing. The curves are for your inbetweening, how the mesh moves by getting from keyframe A to keyframe B

if in 2d you first draw your poses, and then move them left or right on timeline to get the timing, and then draw, or give it to another artist to draw inbetweens
in 3d you do that too, but instead of reposing inbetweens, you just play around with curves.
>>
>>637128
Just an idea, maybe you'd be more comfortable at first by mimicking stop-motion animation? Set the tweening to constant or null (however it's done in Blender), and just directly animate your key poses and make your own tweens.
>>
File: 712.gif (502 KB, 406x449)
502 KB
502 KB GIF
>>637128
Master the bouncing ball and then you will understand the graphs movement more clearly.
>>
cool thread. this is kind of animation, more architectural possibly. first time deep in blender for me a while ago now - https://youtu.be/CRpz2J6luX0
>>
>>637139
Thinking about it this way helps. I like the way you think.

>>637153
It's definitely possible for me, but it seems like I'd have to be masochistic to do it hahah.

>>637563
Understanding the graph is pretty straight forward. I followed a walking tutorial with a leg ball guy and the keyframes looked fine. Then you play the animation and the legs fuck about for no reason. The motion paths are wiggly without me previously messing with them and limbs move jaggedly with no correlation to what the graph implies. I'm assuming it has to do with a part of the graph I couldn't find.

I've only been at it a few days anyway.
>>
File: 45654656.gif (539 KB, 920x456)
539 KB
539 KB GIF
>>637594
Might be yeah. Not that familiar with blender (only maya).
Just work in stepped>linear>spline. Jump inbetween them to see the time n spacing. Put breakdowns/standstills in stepped mode ^^
>>
>>637602
Holy shit, thanks for this gif.

I actually switched to Maya halfway through when I heard Blender is only for hobbyists. (Which I am, but it wouldn't hurt to be able to get a job.)
Maybe it's the settings that are ruining it. I'll give it a look.
>>
>>637603
if people already made interactive porn in blender, then your little puppet experiment should work fine. idk why you gave up after 4 days
>>
>>637616
I didn't give up? I moved to Maya because I want to animate as a hobby but also have the opportunity to get a job if possible. Is there anything wrong with that?
>>
>>637618
no there isn't. but i know a guy that came from sfm which is completely alien (software wise) and he does gun animations with ease in either maya or blender. so i don't think there is a monumental difference between any animation software nowdays, its mostly how the user interacts with them
>>
>2d animator can't into 3d
What the fuck dudes you just literally have to press a single button to set a key frame and the computer draws shit for you. All the other principles of animation stay the same.

>people not able to read a fucking 2d graph
Are you all in fucking kindergarten or something? Did ya'll spend your day watching shitty youtubers instead of doing your math homework?
>>
>>637644
Are you fucking retarded? I said I can read the graph properly. Simplifying the problem to make it as if it's extremely easy when getting into 3D is considered difficult is a childish and transparent attempt to troll. Whiny bitch.
>>
>>637644
The method of animating is completely different from 2D you dumb fuck. There's more to it than placing them on a key and animating it. It will look like shit otherwise. If you were actually good you'd realize there are intricacies of that are extremely difficult to replicate in 3D as a person whose only animated in 2D does in their typical animations.

Guaranteed you post an animation and it's linear trash with basic bitch easing. If that's not the case you're purposefully lying to yourself with this comment. That would make this even more pathetic.
Try switching to 2D as a person who has only had computers do the work for them. It's equally difficult and you can simplify it as 'drawing different pictures.'

Grow up.
>>
>>637644
>you just literally have to press a single button to set a key frame and the computer draws shit for you.

In that case for texturing and modeling all you have to do is carve meshes and paste textures on them. Sounds easy when you explain it like a dumb cunt but if you actually want to be good there's more than that.
>>
>>637662
>>637661
>>637660
>The method of animating is completely different from 2D you dumb fuck. There's more to it than placing them on a key and animating it.
No it's not. There's more to it just like there's more to 2d animation than just drawing the same character slightly differently on the next page.
But they're concepts that are indipendent of either 2d or 3d.

>It will look like shit otherwise
It will if you were already ignorant of proper animation practices in the first place. Which means you were shit before a computer and a piece of software were thrown into the the equation.

3d animation is the discipline with both the lowest skill floor and highest skill ceiling, where assuming the same knowledge of animation principles, the only difference between someone who knows the software inside out and someone who doesn't is the time they take to create the same animation at the same quality.
>>
File: pep.webm (563 KB, 500x280)
563 KB
563 KB WEBM
>>
>>629181
Hey! Nice to see someone else who animates on here.
I don't stop by this board too often since it's so slow but you might find more luck over in the animation general thread in /ic/
My youtube channel is here:
https://www.youtube.com/channel/4o4tales
But I'm kind of hiatus while I try to figure out how to model and rig stuff by myself.

>>637661
>The method of animating is completely different from 2D you dumb fuck. There's more to it than placing them on a key and animating it. It will look like shit otherwise.
Ehhhhhhhhhhhhhh...depends on where you're coming into the project from.
If you're working with professional rigs and then passing it off to a technical artist for rendering- 2D animation skills will transfer over practically 1 to 1. Most of Disney's animators with any computer literacy were able to learn 3D animation in under a year.
If you're handling everything yourself though? Yeah that shit takes years of patience, practice and expertise and even then you're shit could still look pretty amateurish. If you're working with a badly designed character, a poorly constructed model, or an inefficient rig, it doesn't matter how good of an animator you are it's going to come out looking bad.
Hell even then it can still turn out like shit if you don't spend enough time on the lighting or rendering.
>>
File: wKnightTest2_Beauty.webm (1.29 MB, 1280x720)
1.29 MB
1.29 MB WEBM
>>637735
I try to work fast with my animation. I'm putting a lot of effort to get to the point where I can create a new character and an animation for them in a single day.
>>
File: CappoTest 7_1.webm (808 KB, 960x960)
808 KB
808 KB WEBM
>>637736
I've been experimenting with working in stepped animation to save time, but it's really hard to get develop the animation to a point where it feels finished or even intentional.
>>
>>637691
>No it's not. There's more to it just like there's more to 2d animation than just drawing the same character slightly differently on the next page.
But they're concepts that are indipendent of either 2d or 3d.

I didn't say the principles or general idea is different. I said the method. You're arguing that 2d and 3d are similar in the methods that you use to animate them? What is your point? I didn't say that the principles of animation change, but that the method of animating is completely different. As someone said, it takes a year for 2D animators to learn 3D solidly. If it were as easy as the retard beforehand was implying you should hop in already good at it.

I've only been animating in 3D for a few days.

>It will if you were already ignorant of proper animation practices in the first place. Which means you were shit before a computer and a piece of software were thrown into the the equation.

You keep misinterpreting my points. I said if you used the method of animating that he said was so easy. It's easy if you're shit because you have no idea how to properly animate.
The retard thinks it's as simple as moving a pose to another part of the animation and keying it. That's how a beginner thinks of animation because they aren't good enough to see how difficult it is to get the rid to move as smooth and realistic as an experienced animator wants.

You're replying to what I said and skewing my points to mean something they're not and attacking them. You're not doing it on purpose but you're gathering your own assumptions without any context. I was telling him that animation isn't as simple as posing a rig and tweening it to another point, unless you're a beginner. You don't agree?

>>637735
The awkward rig I'm using to animate is not helping my case. I'm sure I can get it in a year or so. I just wish there were more decent tutorials on animation that give you the rig file so that I can replicate it and get a grasp on it without having too many errors.
>>
>>637740
I'd love to one day get my hands on a Pixar rig someday. They're just so damn clean.
https://youtu.be/Nn0S2vmSCU0?t=2m10s
>>
>>637735
>This channel does not exist
:(
>>
>>637805
Disregard that link. I am an idiot.
https://www.youtube.com/user/4o4Tales
>>
>>633081
Pretty gud, made me chuckle
>>
File: 3Anim.webm (2.33 MB, 1280x720)
2.33 MB
2.33 MB WEBM
First animation I made with C4D
>>
>>638584
cute, but on the second jump I expected the cube to twist in the opposite direction. You also tilt it back before the jump, instead tilt it forward, and back while it is in the air.
>>
>>637735
>>637818
oh fuck ive seen one of your videos before
>>
post more stuff PLEASE
>>
File: Mushroom Animations.webm (2.35 MB, 1308x654)
2.35 MB
2.35 MB WEBM
i did a mushroom thing.
>>
>>637735
How did you achieve that data letter transition? was that made in After Effects or somthing?
>>
Any interesting rigs to work with?
>>
>>639321
Here's a horse rig.
http://www.mothman-td.com/portfolio_items/horse_rig/
Dealing with four legs is really something though.
>>
>>637603
>I heard Blender is only for hobbyists
Where did you hear that? Are you sure that whoever you were talking with knew what he was talking about?
>>
>>639400
Heard it from this place. Then again, that answers your question.
>>
>>638865
https://www.youtube.com/watch?v=nd-3dcAqIlI

This one was a monster to get out render wise and it still has some glitches, but I'm happy with it.

Really can't wait for Eevee, I've done some experiments but it's not quite there yet (very close). For the next short I rendered out a space background in Eevee and comped that behind Cycles footage, so at least it's giving me some benefit now.
>>
>>639554
yeah you already posted, im perfectly capable of going to your channel and watching your other videos.

got any friends with channels or something??? people around here are dying for new fri/3/nds to post their film work. this is a free audience of all your peers
>>
>>640156
Well, it's a different video. Didn't mean to take away from all the other wonderful content clogging the thread.

I'll post anything cool if I come across it.
>>
This isn't mine but a student that graduated a few months ago, a masterpiece if you ask me guys.

https://www.youtube.com/watch?v=L_Rvdd_rDzA&feature=youtu.be
>>
a lil ditty i made
https://www.youtube.com/watch?v=Lvvcmp2tUw8
>>
>>640177
That is cute Anon.
Well done.
>>
>>640198
thanks babey
>>
File: Render_Exterior_02B.jpg (3 KB, 140x78)
3 KB
3 KB JPG
Keeping thread alive so that I can shill my animation in it when I finally finish.
>>
>>640177
another thing
>>
>>643495
I like your style a lot.
>>
>>640177
>>643495
How do you set the ilumination on your scenes? I wanted to make an animation with a similar style but I don't really know how to put the lights on the right place.
Good job btw.
>>
>>643620
ty!
>>643621
Im using cycles and j using a sun lamp with a hemi lamp behind him + a circular gradient skybox
>>
https://www.youtube.com/watch?v=9iUVjwd-gYw
https://www.youtube.com/watch?v=aVc769TdlyE
Made this early in september. Based in improv, made to see if I could do it. Probably not funny or interesting but hey I gave it a go.
>>
>>643495
is that a normal map?
>>
File: 1518826971886.jpg (17 KB, 319x268)
17 KB
17 KB JPG
>>644280
absolute garbage
>>
>>644282
Thanks for watching, at least!
If you've got some suggestions I'll take them into consideration.
>>
>>644280
Ask yourself if you could do those motions everytime you animate someone, I find it keeps from doing weird poses and impossible bending (even try doing what your animating and record it so you can see how it almost should look).
Same goes for camera movement. Could an actual camera move like that?
>>
>>644280
I'm learning animatimation and a trick that my teacher gave me is that you should always work with references, if you don't have any reference of what you are trying to achieve, you can always, as >>644321 said, record yourself acting (nobody has to see those videos anyway)
Look at this for example
This is how "Horton hears a who" was animated"
https://m.youtube.com/watch?v=VJmOmx4vkf0
and this is how a scene from Frozen was animated
https://m.youtube.com/watch?v=2z_k2z5m6H0
As you can see, both have very simple video reference and obviously you don't need to move the camera at all, because all you want is the character movement.
I don't know how your animation process is, but you should always animate in stepped mode first to have a better reference of how the characters will move in the scene, that way you get a more realistic movement.
If you want to use video reference, your scene and the video you have should be at the same framerate, because it will be easier for you to match the keyframes and the video because both will move at the same speed, the result will be more realistic and your characters won't look as if every single bone inside them is broken
>>
>>643495
How do you rig legs to bend in a curve like that? I know IK splines are involved but how are the controls set up?
>>
>>644281
is what

>>644518
I'm pretty bad at rigging still, hope this picture helps. The leg has 7 bones and effected by IK
>>
>>643495
>>640177
Amazing
>>
First attempt at compositing.
https://youtu.be/wCF438Mn59E
>>
File: vbuds.webm (1.72 MB, 1000x563)
1.72 MB
1.72 MB WEBM
>>643495
>>640177
Logo
>>
>>648448
pretty nice
>>
thread is super dead but

https://www.youtube.com/watch?v=BgyeLvhGcc8

3:34 to 4:39
>>
>>629181
Nature Feels by Frank Ocean at the end?
>>
>>651335
Actually Electric Feel by MGMT
>>
>>651530
oh yep, he sampled that song.
>>
dont die thread
>>
File: HappyPepe-prev.gif (221 KB, 150x150)
221 KB
221 KB GIF
>>629884
Made some Pepe loops one day not too long ago, after discovering the model.
>>
File: pepekel-prev.gif (644 KB, 150x150)
644 KB
644 KB GIF
>>
File: soy-prev.gif (1.07 MB, 150x150)
1.07 MB
1.07 MB GIF
>>
>>654364
>>654363
>>654362

I love it!
/pol pepe
/biz pepe
/int pepe
>>
Nice work. Shame they're ancient tech known as gifs though.
>>
>>654394
Cry more
>>
>>654362
Super awesome anon!
>>
>>654362
>>654363
>>654364
Absolutely BALLER status. Why'd you make him so shiny though?

>>649583
>>643495
>>640177
Super cute and well executed, nice work.
>>
>>654362
>after discovering the model
this is a free rig somewhere?
>>
>>654423
>>654379
Thanks!
>>654443
The model was available on Xnalara, it seems to be gone now. The rig is my own that I use on most of my humanoid models.
>>
>>654442
No idea, I just decide to make him glossy so that it was clearly 3d. Didn't know about denoising at the time also.
>>
>>639069
Yup, I used a plugin that creates glyphs based on the value of a given area and then I used a black and white z-pass to create a sense of depth.



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.