Work In Progress / Sweatbox
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5,158 topics in this forum
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NEW NEWS! Crumblenet will start out a short and then turn into a show/movie. Here is what we have so far
Last reply by Nunsofamerica, -
Hey peeps, been working on this animation the last couple days. Just something for my demo reel. I haven't animated the second character yet, but he's going to be looking at a paper or something. Can you guess what's going to happen next? Yeah, he's gonna wipe it on the poor guy, but in a very discreet manner. Anyway, comments welcome! Enjoy! sneeze_low.mov
Last reply by ruscular, -
- 5 replies
- 711 views
sprite14.mov sprite14.zip V14 project tga on cd in sprite folder in material
Last reply by johnl3d, -
- 4 replies
- 710 views
Hi everyone I know in the modeling window scaling the model will effect the hair, but in the choreography scaling the model, if I recall, didn't effect the hair. This is a pic of the model at normal scale.
Last reply by mtpeak2, -
- 7 replies
- 710 views
This is just a place where I'm posting some movies of my shoulder rig trials. But you also get to see the model in development xcog.mov
Last reply by oakchas, -
- 8 replies
- 710 views
made another 1.98 model this time of a rabbit and did a quick action combined with some chor action which I recorded with a black background with the alpha buffer turned on to get a series of tgas use the series as the sprite image this is the results ... bunnyanimated.mov Not really great but at least the animated sprites worked
Last reply by Paul Forwood, -
- 2 replies
- 710 views
Well, here are my beginnings on the Raider. Haven't had much time to work on it. This ship poses some interesting challenges due to it's organic style shape, but this is AM, organic is the name of the game for this program!
Last reply by Darkwing, -
- 7 replies
- 709 views
Going back to basics and completed the giraffe. Glad to see that my mechanical modeling on the sub has paid some dividends. The giraffe was fast and easy compared to the Nautilus. Only problem, though, is that the giraffe decal is distorting in every 5 point patch. What is the remedy? The tut includes the 5 point patches also, but gives no advice on the distortions.
Last reply by Eric2575, -
- 1 reply
- 708 views
These are not award winning items to showcase, but they are interesting examples of how Animation Master allows you to do some none traditional "character" animation: Bill's Experiments These originated with "The Mother of All Blobbies", my first experiment animating a character whose "limbs" were more like the pseudopods of an ameoba than arms and legs. This was done by manipulating CPs with the various tools of AM. I then created a "pseudopod" test model basically made of a tube with each spline ring along its length assigned a bone. The bones were then constrained to each other in a hierarchy so that I could stretch or squash the "tenticle" simply by manipulating a…
Last reply by Rodney, -
- 2 replies
- 708 views
I was trying to see if I could get that special effects look where the camera rotates around the character while it is frozen in time. Here is the link: http://www.spiceisle.com/anvar/page2.html Nima
Last reply by Nima Anvar, -
- 3 replies
- 708 views
I made this portfolio for a class, which required 3 original shorts, each around 5 seconds long. I'm still learning about modeling, rigging and animation, so I appreciate any comments and constructive criticism on how I can improve. Hope you enjoy. (I know I could improve lots on animating the last clip, but I had to rush it) Pstage.mov downtown1.mov piano1.mov
Last reply by Distress, -
- 1 follower
- 3 replies
- 708 views
From Devil In The Drain my thesis project that goes on and on..... Sc8.mov Sc25a.mov
Last reply by dawgking, -
- 3 replies
- 707 views
As requested by Andy, Here is an example of making models for both spline and poly, you can have the best of both world if you are prepared for it. That means you have to find out the poly program you use is compatible when dealing with .OBJ, I use several and found that not all behave the same, so its trial and error. Below is a comparison of the two, first is the spline with no hooks nor 5 point patch, after decal and export in .OBJ then increase spline geometry and re-stamp.
Last reply by peterpan, -
- 7 replies
- 707 views
I know this animation is bad, but I just wanted to document my happiness about my first full"fanboneTSM2rigged character. ;>) Jake SeagullHopp2S110805.mov
Last reply by NancyGormezano, -
My new project.... Ito - Asian rogue Comments welcome
Last reply by trajcedrv, -
- 3 replies
- 707 views
Hello everyone! Just would like to use this as a short introduction and show off what I am currently working on. I moved 3 years ago and JUST NOW found my A:M that I thought was lost! I use V9.5. It's actually partway stable, that is once you develop the "sense" (of when it's gonna crash). I'm thinking about getting the newest version (like what, 15..?). Is it stable now? Still crashing like crazy...? Anyway, here are some things. I am fooling around with 3 cartoon heads from a website I am designing/maintaining. I get paid for it, but it's not my primary occupation. You'll see the three guys on the website here http://tresjosestexmex.com/ And here…
Last reply by John Bigboote, -
- 5 replies
- 707 views
just giving spleen an update on his swing set he requested. got most of the major framing done. worked on it for about 2 hours. its just under 4000 patches so far. behind the rock wall is a bench and in the back is a ladder.
Last reply by thejobe, -
- 1 reply
- 707 views
I have actions set that go beyond the length of where I need the Chor Lengh to be. I set the length of Chor to 1:20:00 and that is fine while the project is opened and things render correctly. I have several items that move along a path. But then when I exit and restart, the Chor Length goes back to a very long time. I know what the issues is - it is resetting to the longest action in my project. I have 1000's of items that were dropped in ( TREES ). Each Tree was added as I found the camera angle to be exposing areas where I needed to see trees. I know what someone is going to say - go edit each tree / item and reduce the action line for each on…
Last reply by liveimpact, -
- 9 replies
- 706 views
I know there are a couple of bits to smooth out in the motion but anyway... The rig is the Hash 2001 with a version of Mike Fitz`s brilliant `cogs` added for the knees, hips and elbows. The body has a bone in the belly for the bounce/follow through. Anzovins WeightMover was used for the entire upper body and nicely smoothed out the shoulders and belly etc. DadWalk
Last reply by Pengy, -
- 4 replies
- 706 views
I finished tuning my model (it's not rigged yet). It's an attempt at a bomb with limbs and eyes. tell me what you think:
Last reply by Vash, -
- 4 replies
- 706 views
This is based on sketches my 15 year old couzin drew, she's an insane 2d artist at this age already, i'm thinking she'll be working in the industry in no time. I'm doing this model to try and show her she should get AM and turn her characters into 3D. He's still in progress of course but comments and crits are welcome. Eventually he'll get a nice big blade, and most likely a gun of some sort as well. I think i'm happiest with his gloves as it was rather complex to place the gaps into them. I'm not all that happy with his face just yet. -Ethan [attachmentid=16099] [attachmentid=16101]
Last reply by trajcedrv, -
- 1 follower
- 3 replies
- 706 views
Hi. I work for an A-V event production company that does lighting and sound for concerts. I wanted to see how it would work doing lighting previz in A:M, and try out my own ideas for shows. I tried to incorperate a few basic lighting styles, with plans to add more once I had a system worked out. I found that it is a lot of work and I need to work on setting up a good system for general light control. To control the lights I use a combination of poses, actions, and cho actions. I would preffer to have a library of premade actions, but that didn't always work. Anyways, here are some stills and a short animation of the work so far. C+C welcome. ,, The video …
Last reply by KNBits, -
- 9 replies
- 706 views
Deer Hashers, I dont get to post or surf very often due to the fact I connect only at work where Im monitored, and limited in time allowed online. I now would like to ask for help, I was working on a Deer model splining and such when I got an error #503? when trying to save my model, it now will not load, any of the three I had saved. attached is a zip containing the 3 versions, if anyone can get this to load up in AM, Im using v14c on a PC, it would be greatly appreciated. Ill try to check back on Friday, maybe thursday night to see if anyone had the time and or luck with it, looks like my mascot wont make the deadline. Thanks for reading, Your fellow Hasher…
Last reply by heyvern, -
- 3 replies
- 706 views
This is gonna be my entry for this months 11 second club.....
Last reply by HomeSlice, -
- 4 replies
- 705 views
Hi, I have started working on a ganster-ish car for my evil ninjas to chase down my good ninja with. I've never modelled anything non-alive before, so I could use some advice. Don't bother with the material on the wheels or bumper yet, either... I only have the car body and headlight materials figured out... Any crits and comments would be great! -Andrew
Last reply by R Reynolds, -
- 6 replies
- 705 views
Hey hallowed hashers! I've been laying low, but have had a chance to get 45 seconds of full finished animation of my 4 'Rollin Stone characters...here's how it's lookin'... I will let it render over the holiday and hope to post something on A:M Films by the NewYear... I am rendering at double D1 res (1440X972) so the hair won't 'jitter' on video and it is taking about 17 minutes per frame so it will be awhile...I have 4 processors on 2 machines working on it. A 4X4 multipass D1 render was over 32 min. Does anyone in the A:M community offer renderfarm services?
Last reply by ddustin, -
- 10 replies
- 705 views
Hi, i put a post in V11.1 but how i cant upload the file, open new post here to upload The problem is that: - I can´t make -> Object -> New -> Pose -> Percentage, because in Percentage, A:M crashes... I don´t know what happends.. i follow the videotutorial (lipsync) but.. dont work... Now.. upload the file (or can see the other post in the v11.1 section)
Last reply by KenH, -
Ever since I saw Lee's awesome Ironman, and then the movie, I've been wanting to model the hero. Here is my start. I don't have much time these days for modeling (heck, I'm a slow modeler anyways) so this will take a bit of time to flesh out. Happy New Year and enjoy.
Last reply by Jaff, -
- 2 replies
- 704 views
this is a bit rough but uses the same idea as the fast water bones and expression to controls psoition of patches need to slow down the waves to make this look good but here is a rough idea scrub slowily and it looks okay qt ~500k rug.mov
Last reply by Joe_Lunjen, -
- 10 replies
- 704 views
Here's a cat I've been working on. He'll be looking as real as I can do. He's just being made down to his skin right now so try to picture him with some hair. Also the shinyness is just so I can see lumps better to work them out. It'll be taken off in the end. Any critiques are welcome.
Last reply by pancho simpson, -
- 6 replies
- 704 views
Ok, so this is the beginning of attempt number 4 at starting this model and it is already proving to be a tough little bird just because of its awkwardness! So this will be a very interesting model to make!
Last reply by Darkwing, -
- 3 replies
- 703 views
I was playing a game and had a gun in the game, so I quit and made the gun in A:M it is an awesome match in looks. look at link for 5 second lookaround of it, tell me what you think, it is my first real model Spinfusor Gun Test Animation
Last reply by CRToonMike, -
Hi, this is my first final render of a project I've been working on for an art competition at my school. I'm hoping to add some fire and smoke on the back of the planes to make the image look more dramatic. Any comments and advice would be greatly appreciated. Thanks! [attachmentid=15097]
Last reply by wow62, -
- 3 replies
- 703 views
only for the pleasure, with some textures and some lamps
Last reply by robcat2075, -
- 6 replies
- 702 views
I want a bone/null that moves the whole body somewhere. I noticed that If I create a bone that goes over every control point that is controlled by other bones, those bones are not activating those points anymore (see screenshot below). What is the best way to create a rig that moves the whole body?
Last reply by PixelDust, -
- 7 replies
- 702 views
As you can see below I am still piecing him together. The coloring is temporary and I am going to try making a bump map so he has the right shell. What I want to use him for, however, requires him to speak. I discussed this with a few people on the IRC chat and they said the best way to do it was to animate his face, then apply it to the model as a decal. Someone also mentioned that it is possible to use pose sliders with the decal so I could apply the decal and still change it. Does anyone know how this is done? This sounds like what I need to use.
Last reply by dborruso, -
- 1 follower
- 10 replies
- 702 views
Here it is EDIT: I just noticed..the first board doesn't have displacement on the thin side whoops
Last reply by jamagica, -
- 1 follower
- 5 replies
- 702 views
I'd like to have a volumetric effect light shine on my business text, but have the shadow from the text appear as black shofts behind the text. The current setup looks like this. The shadows are repeatd in the vouletric effect too many times. Thanks, David
Last reply by ddustin, -
- 6 replies
- 702 views
Hey folks. I had started an AT-AT from Star Wars a while back, and am releasing it to the community here. It doesn't have any textures on it, but it is rigged and the project comes with a basic walk cycle for it. Feel free to download the model for your own use. If you happen to add textures to it, or change it in any way, please post the updated project and textures here so others can have access to it as well. There is a read me in the zip file that contains a history of changes. Please add a description of your changes to the History, so you can receive proper credit. When it comes time for the next Extras CD/DVD, I would like to submit the lates…
Last reply by Rodney, -
- 4 replies
- 701 views
Hello all: 1st time being able to post something in the showcase forum. Thanks to a ton of help from the great forum users You can check out the w.i.p. here http://www.hash.com/forums/index.php?showtopic=4673 Some great advice on how to get realistic looking glass. I used a mixture of materials and maps. Any crits or questions please ask.
Last reply by KingSalami, -
- 5 replies
- 701 views
Last reply by Mr. Jaqe, -
just felt like making something while i had some free time this weekend some of the stuff is from the extras CD everything else was made by me
Last reply by oakchas, -
- 5 replies
- 701 views
This has been on the shelf for a while, so I thought I'd dust it off and work on some improvements. Might incorporate it in an entry for the September image contest. So far this design is far too mechanical. I want to modify it quite a bit to give it a more "organic"--and menacing--look. Any suggestions will be quite welcome. The really interesting challange will be to rig it for animation. Any suggestions for that will also be quite welcome. It is basically a "boneless" anatomy according to the novel, so it will probably look best if it can move much like a squid's tentacles or an elephant's trunk. Really looking forward to Guillermo Del Toro's version of…
Last reply by williamgaylord, -
- 7 replies
- 700 views
I've discovered a strange thing when using 5X multi-pass rendering with skylights in v12.0n+. As shown in the attached image I have two spheres in front of a flat shaded skydome. The first sphere has a diffuse colour of 128, 128 128 while the second is 255, 255, 255. The first pair of images shows a comparison of lighting the spheres with a single klieg and rendering an image with and without multi pass. As expected, no noticeable difference. However in the next image set, I turn off the klieg and turn on my 52 bulb skylights (a variation on one of Yves' setups). The first image shows the render with no multi-pass. The next five images are images after turn…
Last reply by ypoissant, -
- 10 replies
- 699 views
Hi folks, In order to distract me from my lightingtests, I did this version of the Nibelung Ring, that Alberich forged out of the Rheingold which he had stolen from the Rheintöchter (mermaids). This Ring grants him the greatest powers (worldreign and so on ), but at the same time curses him to live without love forever. The curse is symbolized by the dragon Fafnir devouring himself out of greed. Besides of its incredible magical power, this ring holds some additonal close combat weaponery: a poisonous sting and some extractable razorsharp (mermaids) fins. http://www.jostkeller.de/dreid/testing/Rhe...dRing111011.zip Crits welcome
Last reply by TheSpleen, -
- 1 reply
- 699 views
Something I was trying. I stopped when I realized I would have to substantially rethink the particle emitters. sparklers000.mp4
Last reply by Tom, -
- 3 replies
- 698 views
I finished a still of a diamond sitting on whats supposed to be a velvet pillow, and I also just finished the main character (if you can call it that since it is an electronic arm ). I am going to make a short story which includes the diamond and the arm and the pillow... Heres the diamond... and a test animation using the arm is rendering right now
Last reply by MATrickz, -
- 3 replies
- 698 views
I just created this head, starting from a lathe and then seeing where it took me. What do you think? Does it look like it will be fine to animate? And what does everyone recommend doing to the top of the head? I just took the top hole and scaled it down, is there a smoother way around this? Also what should I go about doing for eyes? Thanks, Jon cartoon0.tga
Last reply by KenH, -
- 3 replies
- 698 views
Heigh-ho. In this thread, Noah Brewer describes a technique for blending two different scales of models into the same scene, so you can create, say, a pull-back from a close-up of a person out to the city which the person is in. I decided to try it out, and this was the result. http://www.hash.com/users/zachbg/cameramatch.mov Lady Goodbody is in a separate choreography from Shaggy and the background, and no scaling is done in either choreography. See Noah's post for details. Project file attached (uses characters from the 2005 CD). Lady_G_Runs.prj
Last reply by Rodney, -
- 1 follower
- 2 replies
- 698 views
Finally getting back to my Cluedo project, I am near to finishing the Hall scene. The only thing I'm lacking is a grandfather clock that I haven't built yet. The 3D scene itself will be used properly for some short animations, but for my purposes the interactive part will be done in Macromedia Director using QTVR. (Off-topic: for those who don't know what that is, QTVR is Quick Time Virtual Reality. A panoramic wrap-around image is used as the background and by sliding the image left and right it looks as though you are in a virtual scene. Hotspots will be used to represent clues and other things.) What I need to know is how to create panoramic scenes using A:…
Last reply by DCLeadboot,