Work In Progress / Sweatbox
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5,155 topics in this forum
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I want to set up a walk test were several copies of the same model walk around a path but using different cycles. Is this possible ? Also I followed the tutorial in TAOAM but am still getting skating is there a common cause for that? regards simopn
Last reply by Simon Edmondson, -
- 9 replies
- 1.5k views
Animating a walk were the figure is carry some flowers. I'd like the flowers to have some secondary movement to the hand and arm carrying them. What would be the best way to do that ? At the moment the flowers are separate from the figure. Should they part of the figure model or constrain them to the model in the chor. Or another method altogether ? regards simon
Last reply by Simon Edmondson, -
- 9 replies
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I wasn't sure if this belonged in "Work In Progress" or this section. Since I'm not actually physically working on anything in A:M at this point, I figured this was the better option. If I'm wrong and it belongs in the "Work In Progress" section, by all means kick it over there . So, after reading through the posts in that last thread, I decided that while I wait for my "juices" and inspiration to fully get flowing again in terms of learning in earnest with A:M, that I would start doing some planning for what will be my first full animation with it. I am by no means jumping straight into that project. I'm just doing all the early work that doesn't require any modelin…
Last reply by MikeV, -
- 9 replies
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Hi, I'm only charging this female comedian whose in England $200 to put together an intro to her prod cast (first time I ever charge and 'money' for animation work). I took this project mostly so I could track my time and see how my estimate stacked up to reality. Estimate 8 hours/work hours to date 21 and still much to do, LOL. One thing I need to create are 'energy balls'--a special effect--either an animated material or an animated decal (or both). Here's the description: Spheres which are clear energy (almost look watery to give a hint of reflection but mostly clear, yet you don't see THROUGH them to other spheres) and the halo around is an almost fluor…
Last reply by rusty, -
I am working on a simple animation of a hitman-type character. I have the poses worked out and before I go further, I would like to know if they read well enough to understand what is happening. If someone would take a minute to look at the attached animation and let me know if it is clear, I would appreciate it. hitman2a.mov
Last reply by RS3D, -
- 9 replies
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was just seing what it looks like ,couldn;t get sss to work on the eyes properly as there just going black sassy_2.mov
Last reply by thefreshestever, -
- 9 replies
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I've reached the point were I need to learn how to use the function curves to edit the ease in and out after the keys have been set. This is something avoided for a long time but, have to learn some time. I have a figure hitting a tree top and that then bends down with the weight and force of impact. It bends over to the point were its going to snap back and launch him upwards. I'm reasonably happy with the keys but would like to adjust the curves so that there is a chance for the facial expressions to read. There are five bones on the tree. If I open up the graph editor which are the axis that I need to edit, x, y, or Z and what is it that needs to be adjus…
Last reply by Rodney, -
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I pieced this guy together using various body parts littered throughout the internet. I had to modify almost every patch cuz most of the parts were modeled using the 3ds file format. frankenmodel.mdl
Last reply by higginsdj, -
- 1 follower
- 9 replies
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Before I send a bug report, I thought I would ask here. I upgraded to 18b and since that time the hair settings are not recognized on any of my characters. The grooming is fine but the hair only renders white in any setting. I have tried multiple settings in rendering mode and each time the hair is white. In fact, if a test render with no settings other than base color to the hair it still renders white. So, has anyone else run across this? Steve
Last reply by yoda64, -
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A quick modeling test for something I've been itching to try: the "demon with squid-like wings", one of the many ghastly creatures in Michelangelo's painting "The Torment of St. Anthony" I tell ya, that guy must have been a saint to put up with all those demons chewing on him.
Last reply by Dpendleton77, -
- 9 replies
- 2.7k views
Over on the trombone forum someone was lamenting that you can't have a slide trombone with a conical bore from one end to the other.
Last reply by robcat2075, -
- 9 replies
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This is probably going to be too detailed for some but I'm trying to avoid the forgotten feature syndrome. I find that when I get comfortable with a new (to me) feature I tend to move on to the next thing with no documentation. When I want to re-use that feature sometime in the future (a month? a year?) I have to re-learn it all over again (I'm looking at you Stride Length). So this thread is mostly a tutorial for my future self. There's a zipped file at the end that some may find useful. In v19 Steffen added the ability to add a series of images to sprites so this seemed like an ideal time for my steam locomotive actually steam. The following image encapsulates every…
Last reply by Fuchur, -
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I decided it was time to get someone to drive my various vehicles. This guy will perform two roles. The first will be to drive around the pickup truck https://www.hash.com/forums/index.php?showtopic=48329 . With a change of hats, an added mustache and a pair of goggles he's ready to be a locomotive engineer. My thanks to Mechadelphia for the Saucy Rig. The skin and cloth textures were chosen to make a reasonable impression at a distance, so they tend to break down upon close inspection. The stretching in the coverall decals comes from only flattening and applying a front and rear decal. I suspect I'd get less warping if I had gone for left front, right front, left rea…
Last reply by John Bigboote, -
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I want to make a pteranodon. I gathered some reference to study. The boning of the wing is simpler than I though. it's just a few arm bones and one gi-normous pinky finger. I star by extruding and tapering the upper beak out from a spline ring... I duplicate the top, flip it vertically to make the bottom beak and connect it at the mouth corner... Stitch in a ring at a spline intersection ... Extrude it inward to form the eye socket...
Last reply by johnl3d, -
- 9 replies
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I'm currently working on an episode for Youtube. Running time will be around 6 or 7 minutes. Watch out for wampires! Bat Fail Low Res.wmv
Last reply by ChuckGram, -
- 9 replies
- 1.5k views
Do you give suggestions prior to submittal? Should I give you a shot of what I'm working on or wait? What if I finish before I'm done? What size?
Last reply by robcat2075, -
- 9 replies
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I have two good rigging questions if there is time. Squash.prj Ru-Cube.mdl
Last reply by Tom, -
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I plan to reformat several cartoon characters to perform a marching animation in Hash A:M. This would include characters such as Snow White, Yogi Bear, Fred Flintstone, Mickey Mouse, etc. As I complete the models, I plan to make them available on the Hash site. The first character is Snow White (See attached graphic video and MDL). Because these are at least somewhat based on models from www.models-resource.com, I am relying on permission per the following statement from their FAQ page. www.models-resource.com/page/faq/ ...if your project is 100% free (e.g. a free fan-game or non-monetized YouTube video - basically any project that was made just for the sake …
Last reply by RS3D2, -
- 8 replies
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I've put a bit of time into this and I'm fairly satisfied with the modeling but I'd like some suggestions on how to make the dino look more realistic. I guess I need to do some kind of bump map to make the hide of the beast look more real. I'd appreciate community imput on this. The models of the plants and the dino are all my original work, the plants with the help of a little program called "PlantStudio" available at [url="http://www.kurtz-fernhout.com/order.htm"]http://www.kurtz-fernhout.com/order.htm[/url] It's a very nice program with lots of technical options. Thank you, Jonathan
Last reply by gazzamataz, -
- 8 replies
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Ok BakeRod, Dan , and all the others who have asked for more Here's an old piece I did in the first version of master to have fur( was that 7?) From concept to storyboard to broadcast it took six very long weeks. The original script called for 25 seconds of roadkill and 5 seconds of "Mr Explanation" but the client nixed that and it changed to 18/12. It's still one of my favourite jobs but I would have killed for an extra week on the animation, which is "patchy". Small swf file 1.9Mb 320 x 240 Big swf file 4.3 Mb 640 x 480 They're flash files because I like the Spark video compressor and I have it for flash. Right click and "save as" if you want to sav…
Last reply by pequod, -
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Here is a preview of where I'm at on this little guy. Some of you may have seen the beginning of him in my thread about .obj export out of AM. Here is a link to a 360 spin.. Sorry 1meg size... thought quality better than blocky video, and its the same video Im using for a client review. http://www.colins-loft.net/transfer/gnomepreview.mov Let me know what you think... and before you jump all over me... Yes I modeled the hair and beard and yes I know that the new hair rocks... Unfortunately I'm having to tranfer this guy to another program and its hair doesnt rock... sooooo...
Last reply by nerrazzi, -
- 8 replies
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...It's shameful that I've had A:M for years and never attempted modeling a human head, so here it is. Please look at the spline layout and offer your (CONSTRUCTIVE ) thoughts- especially about the neck. I'm having trouble there. Also the ear connections are a little haphazzard, hazarrd ha..., oh you know what I mean. Sterling
Last reply by Scottj3d, -
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- 979 views
Hey all... Whipped this up on Sunday as part of my idea for an Iron Man sequential. Based on a real Tomahawk missile, but I added the camera portion to conform to my idea. About 2 hours work. - pjc
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Here's a little project I thought would be fun to knock out but which soon turn into a lesson on the proper use of the Bias controls for the logo's flames. I definately feel like I learned how to control/unerstand them a little better because of this.
Last reply by Obnomauk, -
- 8 replies
- 787 views
hello, please check out my latest wip: bianca's next costume http://www.luminousshadows.com/wip/ 1> do you recognize the character? 2> does it work in this more realistic style? 3> what the hek is wrong with me? -jon
Last reply by jon, -
- 8 replies
- 947 views
just started doodling, only about an hour of work so far. Lots of tweaks and modeling left to do.
Last reply by modernhorse, -
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- 1.9k views
My entry in yesterday's four-hour Animation Showdown. Our character had to do some sort of exercise. Which is kind of awkward for animation since most exercises tend to be very symmetrical with lots of "twins." i considered doing a guy hitting a punching bag but decided against it because I thought doing the fast moving bag would be time consuming to get right. So here's plan B, twins and all! See it on my Showdown page. (Note to Rodney: It's got a camera move this time! ) BTW, there's lots of room for A:M animators at Digitalrendering.com's Animation Showdown. Why spend three months on a contest entry when you can do one in four hours?
Last reply by Pizza Time, -
- 8 replies
- 770 views
Playing with Treez10.5 trying different setup and got this shape I thought would look interesting copy flipped and attached. Added 4 bones few constrains put in into a chor with volumetric light. Looks interetsing at least to me treezcreature.mov
Last reply by johnl3d, -
- 8 replies
- 1.1k views
Hi everyone, Well, the school holidays end and so does my productivity. Before I get back into the nitty grity of teaching students, I thought people might be interested in the latest 'character' to use the term loosely. There is a little test animation on the below link http://www.shaunfreeman.com/ant.htm I rigged this guy by hand using Billy Egginton's setup, as it seemed easier given he has SIX legs? It took a while, but I am happy with the result In any case, peoples thoughts or comments would be greatly appreciated!
Last reply by OzTiff, -
- 8 replies
- 957 views
Hi hashers! I would appreciate some comments on a animation i am working on. It is my first big practice in animating. The scene, the lighting and the camera are done and i have been working for a while on the characters. There are 3 musicians playing a 1 minute song. I feel i need some comments and advices to go on. It is an avi file compressed with Divx, and it is 12.4 M. I tried compressing to quick time but I get huge files. I guess i need advice on compression as well. http://www.cam.org/~mgigue/backyard.avi
Last reply by Animus, -
- 8 replies
- 819 views
Hi, I've been rigging a character for about six weeks now and finally got the hard part done. I used NO smartskin or expressions with these bones, only the constraints. I started with a simple idea... create a control rig for the mesh, what I'm saying is create a rig that reacts to the primary rig (i.e. the bicep/forearm control the bones that deform the elbow.). The first problem was to build a rig that could be placed around the primary bones- just like it was a mesh, contouring the mesh. I had to do a test using a tube to figure out the position and constraints that would make the bones move in reaction to the main bones. Then turning on the bone falloff and t…
Last reply by entity, -
- 8 replies
- 881 views
Since things are so slow due to the various events taking place around the world, maybe a test shot or something might help with the boredom. Ever see intelligent plant life? Too bad the creator lacks this attribute, but non-the-less, see's a future for this expressive flora. Okydoky! From this snapshot can you tell who's who and what roles they play?
Last reply by Iham Wrong, -
- 8 replies
- 1.1k views
Hey there, good forum. While I still have a week or two of unemployment (and only that -- knock on wood) I've been burning my free-time on 3D, the way free time should be spent. Here's my newest character, the Belly Bot, with a completely redone face. I had to eliminate the pac-man mouth, sadly. I was very fond of it, but it wasn't capable of the expressions I wanted out of this guy. I mean, he's a face on legs -- his facial expressions matter. I was going for something noir-ish here, and I think it works well. Please give feedback. Belly, New Face New Face WF --Ross
Last reply by CreativeAustinYankee, -
- 8 replies
- 985 views
Thought I'd share my latest creation.
Last reply by CRToonMike, -
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The new animation composite for The Huntress is pretty nice. Man that really catches my eye. I was pretty impressed with it. I showed it to a buddy of mine who is a Maya devotee and he didn't say a damn word. What did you all think?
Last reply by Srmjr, -
Mac & Mallow
by xor- 8 replies
- 1.2k views
I've finished my latest project ('bout time I say). The 160 x 120 version is at AM:Films. http://amfilms.hash.com/search/entry.php?entry=850 For those with more bandwidth, there's a 320 x 240 video at this address: http://gutterbrothersllc.com/video/ I welcome all feedback, however I am finished with this project and will move on. So if you don't see your comments being used to fix the video, it's not that I didn't listen. In fact, I'll likely use everyones suggestions for future videos. Laters . . .
Last reply by xor, -
- 8 replies
- 847 views
Hi everybody Brandon's plasma ball gave me some ideas for a lightning model with sliders that control different strikes. I plan on adding a light to the model for the light flashes that's keyed to the strike within the same slider. Right now I justed keyed the light in the choreography. Here's the test movie. Any suggestions welcome.
Last reply by mtpeak2, -
- 8 replies
- 884 views
Some of you might remember this guy. After hearing Shaun Freeman talk about face rigs and facial animation the other night I realized there was no way given the layout of my models beak it would work...so I redid the beak and surrounding mesh. I still don't know if it will work but I think now at least it will have a better shot. I also redid the decal and applied porcelin. 1st time using porcelin and all I can say is I like it alot. Anyways let me know what you think.
Last reply by dborruso, -
- 8 replies
- 862 views
This is a model I've been working on on/off since 2000 cd. I finally decided to post for some help. You may have seen him in a few things I've posted. He went under numerous changes through the years as I upgraded. He's all A:M, no decals. I do have a few things that bother me. (1) the eye brows are just splines drawn as lines. (2) I've tried modeling and decals with no success for the nostrals and the last thing is the bow on his tail. At some point I will break down and buy TSM, but I want to finish it before I rig him. I,ve had alot of inspiration. My house is an eeyore shrine. My wife loves him. So he's been my first model from the begining. Crits are why I've po…
Last reply by mtpeak2, -
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- 875 views
I still have to add rocket pods and a laser turret ont he bottom, but here's my Hailfire droid so far:
Last reply by starwarsguy, -
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Hey guys... I'm working on this superhero-type named 'CrimeBomb... I have modelled quite a rigging delemma. Any advice on the best way to approach such a big-armed figure? Any rigging gurus out there want to try their hand? I'm sort of awaiting TSM2, learning what I can about fans and coggs and smartskins... thought I'd run it by the bunch of you, whom I highly regard. THANX1,000,000
Last reply by John Bigboote, -
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- 785 views
OK, I got fed up with not having an avatar so I made one (to the left). As you can see, it kinda sux. So, I used my 2D powers to make 3 different ones. Which should I use? #1-
Last reply by J. Baker, -
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Check out newly finished live action, Laugh Pack Attack on AM:FILMS. http://amfilms.hash.com/search/entry.php?entry=905 Some trivia: Guess what book is next to the little girl on the chair? The 12 pack cases in the background in the kitchen are modeled, not live action. Hope you like! Rob Milliken.
Last reply by robmilliken, -
- 8 replies
- 917 views
Thought I'd share my latest with the Forum. I'm dreaming-up a 'superhero' premice. 'CrimeBomb' is a masked crimefighter who's lazy ways forces him to take on a 'sidekick' to improve his ratings. Misty wins his heart and gets the job, only to learn that she has to do all the dirty work and CrimeBomb gets all the credit. She is unsure if their ratings are improving because of her crimefighting or her outfit, which CrimeBomb designed and insists she wears... Both are rigged with TSM1, awaiting TSM2...CrimBomb is heavy with fanbones and smartskin and needs a lot of work, MissDemeanor's hair is V11 with 2 separate matierials 1 for short hair and 1 for poneytail- whic…
Last reply by JohnArtbox, -
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- 1.1k views
Hi all, like to show you a new model i´m working on. Happy about any kind of comment and suggestions. Greetings Frank
Last reply by Ross Smith, -
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- 951 views
I was browsing through some photos the other day, when I realized I was missing something from my attempts to make realistic eyes in A:M -- the annoying red pupil effect you get when the light source is lined up almost directly with the camera lens. A lot of effort goes into reducing red-eye in the real world (from Sharpie markers to strobing flashes to software), but just like lens flares, it's an artifact that doesn't occur in CG unless you deliberately make it happen. So here's a little test animation of what I came up with: EyeballTest.mpg (208 KB). The basic technique's pretty easy; just a partial sphere inside the eyeball with a black surface and a la…
Last reply by scrawntor, -
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- 645 views
Hi there, this is a project i am working on, it is for a little comercial, which should go into the local movie theathers. As you can see, the volumetric lightning is really out of controll, and till now, i dont have a clue, how to arcive the desired effect. Any suggestions on the volumetric settings? Thanks Heiner
Last reply by Heiner, -
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- 1.2k views
Just a little programming note: This upcoming Sunday the 19th of September a program will premiere on The History Channel entitled "The Battle of Tripoli". I did just about all of the visual effects and broadcast graphics for the show, so it involves a lot of Animation:Master output. Namely, all of the maps, ship models, and some of the battle simulation were done using A:M. I believe it is in the prime time slot--it airs at 8pm (Pacific time) on our DirectTV, which may mean it also airs three hours before that (or 8pm eastern time)...but anyway, just check your local listings, if you are interested in taking a look. Thanks!
Last reply by Joe_Lunjen, -
- 8 replies
- 651 views
This is all a work in progress, but I figured I throw something up for feedback. I modeled the star freighter first and then the engine room as a separate model to be merged inside. I'm trying to block in my shots at this point... so no detail on the models either. Here is the star freighter itself... and the engine room with two characters for scale. This is a portion of the outside shell with the engine room model merged into it (to save patches). More to come as I get it cranked out...
Last reply by MMZ_TimeLord, -
- 8 replies
- 2.7k views
I have played with the SDK for A:M for some time and so far it has resulted in a plug-in for simple water effects. See the attached movie if you want an example of what it can be used for. I hope you don't mind the green color. It was supposed to look like poisonous goo... The plug-in is in an early alpha state so please read the disclaimer before you use it! It is only tested in A:M v10.5 so please let me know if you have problems getting started. Poison01.mov
Last reply by aaver,