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Hash, Inc. - Animation:Master

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Showing content with the highest reputation since 04/27/2024 in Posts

  1. Well here is the follow up to the previous animation Simple Pleasures For those having issues here is the Youtube link: MP4 version: Simplepleasures2.mp4
    6 points
  2. MONADA3_207_AlCHEM.mp4
    6 points
  3. I was nearing the end of my third and final year in Illustration when my teacher approached me with a volunteer assignment outside the usual class projects. In Oakville, there was a summer festival that took place in the 1990s and early 2000s called the Oakville Waterfront Festival. It was a major event at the time, featuring live music, games, food, and craft shows. The previous year, my teacher’s studio had illustrated the festival poster, which featured a 3D rendering of an ice cream cone. Having seen what I was capable of modeling in A:M, he asked for my help in creating a 3D version of the festival’s beloved mascot, "Jake from the Lake." Over the next few weeks, I modeled Jake and his buddy, Fishy, and the rest is history. Below, you can see a screenshot of the final poster, along with the Photoshop revisions my teacher made, including the addition of the ice cream cone from the previous year. It was such an exciting time I had never seen my work in print like that before. The poster was displayed all over the city, featured in newspaper articles, and even printed large scale for bus shelter ads.
    5 points
  4. Hey yall! I've had some trouble uploading images to the forum and finally got around to starting my own html page on neocities: yopachi.neocities.org they give you 1gb of free website and it's super fun to make a simple page using LLM as a helper for the code. The site is just one page for now but I'll be adding my worthy splines are as I go. I even made an animated favicon! did you know you can animate favicons?
    5 points
  5. May you have a festive Ground Hog Day.
    5 points
  6. [Mod note: Don't miss the many excellent WIP images above this post!] Okay, it took me a while...I think I worked the kinks out. Here is a test render that I'll probably watch a thousand times and second guess most of what I did (1920x1080 MP4 H.264). It's a quick pan around the room....it looked correct on a few players like VLC and Windows Media Player, but one it was washed out (I'm assuming it was the color correction in that one...it's more geared to viewing EXR sequences). If it looks washed out to anyone, let me know. BreakRoomFlyThrough_04_10_2025.mp4
    4 points
  7. Simple Pleasures Well I have rendered the animation. 17 cores at 16 passes utilizing 77% of CPU and 38%, running at 5ghz at 39 Celsius, 1440x1080 resolution, 156 frames, took netrender 59:07 minutes. Here is Hans finding something new For those who can not see it on the forum here is the Youtube link PickupFlower.mp4
    4 points
  8. Getting in the spirit of Halloween, so played around with an older model and some lighting.
    4 points
  9. wow cool ! I used it in a video!
    4 points
  10. A new render of my third assignment for AnimationMentor, 20 years ago this week. Now with my own trombone sound effects! The assignment was that the ball had to do an anticipation into its first leap, then bounce around the obstacles.
    3 points
  11. The Oakville Waterfront Festival poster design for 1999. Reusing the models from the previous year made things quicker but looking back wish I took more time to clean things up, making the models a little less lumpy. Was a fun project nonetheless,
    3 points
  12. My first bouncing ball for classwork at Animation Mentor, 20 years ago this week. Now with sound effects! The assignment was to animate a rigid bouncing ball for at least four bounces. It was OK to have it just bounce in place. I had never really done a rigorously accurate bouncing ball before and I wanted to get this as right as I could. Looking at the time stamps of my PRJs, I see that I spent more than 30 hours on this.
    3 points
  13. Okay....so I have been endlessly tweaking things (I'm still debating the level of bloom). Here is an updated image and I'll post more soon. ------------------- EDIT ------------------- I didn't realize one of my settings was off and made it a little dark...I replaced the original image with the updated version.
    3 points
  14. Probably the most exciting project I worked on while at my teacher's studio (around 1998/99) was the package design for the ATI Rage Fury video card. I remember hearing they wanted to incorporate an eye-shaped ship created by another animation studio, but we got to design the main character, a sexy cyborg girl with a glowing sword. How cool is that! After modeling the character in A:M, I experimented with a few poses until we settled on the render below followed by further edits in Photoshop for the final packaging. At the studio, they had a storage closet for supplies, as well as a collection of old manuals and software boxes. To this day I still think about some of the marketing slogans printed on those boxes. One was for Electric Image (EAIS) which said: "Render Fast, Retire Young!" That was so cool. Another package had the slogan: "Dream, Create, Astound." One of the best marketing lines a software company could use to inspire an artist!
    3 points
  15. not mobius mp4 version: MOBIUS3.mp4
    3 points
  16. Hey everybody. I want to wish you all a great pre-christmas time and have as each year a little treat for you created with A:M, which will hopefully give you a smile or two with each little clip each day till the 24th of December. I hope you have fun and wish you a nice time (don't forget to visit it each day, since there will be a new clip for you each day opened up): https://advent.targomed.de/adventskalender.php?lan=en Best regards *Fuchur*
    3 points
  17. Hi, everybody. I've not posted much recently, I've been busy with my YouTube stuff for most of the past year, but I've kept tabs on the forums. Hope everyone is doing well. Anyway, I've been working on a bit of something in my downtime so I thought I'd share the work in progress. Still a lot of work to do.
    3 points
  18. Robert asked me to post a shaded wireframe of the rig in action. It's not a brilliant rigging attempt, and it required a lot of muscle mode tweaking to get it to where it is. It's not really rigged to be animated so much as to get it into the smile position and render it. Sequence 01_2.mp4
    3 points
  19. Installers: Windows: Windows 32Bit Windows 64Bit SDK: v19.5 SDK Change Log: Fixed 0007263: Crash on PRJ Save As Fixed 0007262: Crash after adding CPs to Hair Group Fixed 0007266: Freeze on selecting particle emitter Fixed 0007250: Material Preview Orb has false shading Fixed 0007250: Material Preview Orb has false shading Fixed 0007260: CP weighting lost on save and reload happens only if cp's are weighted to the modelbone with a lower weight than the weight for the other bone Fixed 0007256: 5-pointers render badly Fixed 0007258: Renders not saved Fixed 0007257: Crash on Save As Fixed 0007254: Netrender crashes on startup Fixed 0007249: Orient like constraint behave incorrectly Fixed 0007252: NetRender can't start RenderMessengers Fixed 0007251: Decal animated sequence keyframes ignored Fixed 0007248: Animated decals only work when set as "Color" Chaanged: Switched to Microsoft Compiler, because ICX2024 has some problems with MFC and slower than MS both are slower as Intel Classic on Intel CPU's, but Intel Classic is not longer developed (removed from oneAPI) a comparison can be found at http://www.sgross.com/am_test/amforum/Compare_Times.html Start to switch to std::filesystem instead of the old handmade code (over twenty years old , as example with a Win95 tree...) Flock, Volume, Turbulence and Texture plugins revisited and corrected(unused parameters removed, default values corrected, fixed computations) Fixed some bugs for composite (false filenames, not displayed composites) new attempt to fix 0007241 looks like a never ending story
    3 points
  20. I added the inside of the mouth and did some rigging on the lower half of the face. She can smile now.
    3 points
  21. I served myself a bit of a hazard job by trying to convert a *.stl file to a low poly object. It obtained about 3 milion verts and 2 miljon faces. The file I needed had a 2000verts 1000 faces limit. So I tried to convert it with MeshLab back to that low count, but as expected there was hardly a form left. So I used Furcher's retopologize methode (thanks for that!). Still a bit of a whirle as the object prop was so dense I could hardly trace the outline. To keep the relief right I know that exporting .OBJ files from AM: to .3DS leads to the half outcome of the model. This needs some clarification. When exporting models from AM: like this OBJ one:2680v /5563t. Importing it in MeshLab and exportin it to 3ds I get a file with 1007v / 2045 tris. And that's precise the limit I needed. Still a bit confused why this works that way. Then I could import it to Quake and give it the right texture. 🐘 calendrius.mp4
    3 points
  22. My animation for the second assignment at Animation Mentor, 20 years ago this week. Now with sound! The "boings" are done on my cello, the impact on the cube is a whack on a cardboard box and the grinding sound is two bricks scraped against each other.
    2 points
  23. Hey.., great bone structure, RobCat! For some reason I couldn't conserve the feet targets. This other bone hiearchy shows a lot better. I was forgotten to give the umbrella a good outlook. So I exctracted it to the new mesh and it works a lot better. Thanks for the hint!
    2 points
  24. Some progress renders of the creepy Swamp Demon guy. 😱
    2 points
  25. The Hash Image contests were always exciting events to witness and partake in. I submitted to my fair share around the 2000's and was a runner up in the April 1999 Horror theme with my Swamp Demon character. (totally inspired by Meg Mucklebones from the movie Legend) Shortly after the contest I received an email from Jeff Paries asking if he could use my model for one of his tutorials. It then appeared in his next book The Animation:Master 2000 handbook. Seriously what an honor!
    2 points
  26. Thanks for sharing, Michael! I love your work and remember seeing some of your art as inspiration to get me into 3D. I share your enthusiasm for those illustrators, I’ve still got dozens of trading cards painted by the Hildebrandt brothers. It’s amazing how much of a difference even a little bit of art and illustration training comes through in 3D quality, and the quality really shows in your work!
    2 points
  27. I remember Martin telling us that A:M WAS being used professionally, it just wasn't getting credit for it!
    2 points
  28. Here is a collection of 22 of the 26 "A moment With Walter Lantz" segments... 0:00 Show 1: Origin of Woody Woodpecker 3:58 Show 2: Drawing Woody with Proportions 8:16 Show 3: Woody's First Appearance 10:52 Show 4: Animal Characters 12:07 Show 5: Drawing with Basic Shapes 16:50 Show 6: Where Do The Stories Come From? 20:00 Show 7: Character Model Sheets 22:15 Show 8: Animating with Emotions and Movement 24:22 Show 9: The Evolution of Woody 26:52 Show 10: The Director's Job 30:56 Show 11: Timing Cartoons with a Metronome 35:05 Show 12: More on Character Movement 37:42 Show 13: How Animation is Filmed 42:17 Show 14: The Animator's Job 46:03 Show 15: Creating Backgrounds for Cartoons 50:07 Show 16: Recording and Timing Voices 52:41 Show 17: The Inking Department 54:28 Show 18: The Painting Department 57:03 Show 20: Further Tips on Drawing 1:01:52 Show 22: Sound Effects in Cartoons 1:05:56 Show 24: Storyboarding a Cartoon 1:10:03 Show 26: Creating New Characters
    2 points
  29. aftter having to shovel again found snowman model and did quick render snowfolk.prj
    2 points
  30. I realized that this month is the 26th year of owning and using AM. I bought my first copy in 1999 from CompUSA. From the 6th grade I have always wanted to do animations. I have been around computers since 1977 in High School, and once I got to college I saw that a computer could help me create an animation. I have had Maya, Studio 3d, Infini D, RayDream, Lexicor and one I can not remember from the Silicon Graphics days. But I have always come back to AM. I am hoping once we get moved in the next couple of months I will get back to that dream of creating an animation project. It is funny, as I have been cleaning out for the move I found a render I did of all the characters in Cupids Sick Day and the Coffee Shop. It is crazy how many splines I had on some of the characters. one of the female characters had over 9k patches. Anyway, All of them are my creations except for three which I got off the extra dvd. And I only used parts of those characters. I still have another 20 not shown in the pic that are still being finished. Over the years of had created some 50 +/- characters with AM. Many are not rigged while others are partially rigged. I have about 15 with full rigs and weighted. I have many rigs installed. From Zundle Rig, Holmes Bryan Rig (LiteRig), Mark Skodacek (2008 Rig), David Simmons (squetch Rig), Mack Chappelle's Saucy Rig, my own rig, and of course TSM 2.0. Thank you to all the people who have commented on all the characters through the years and given me inspiration to continue by quest. I will be uploading shortly a continuation of an animation that began many months ago. Thank you Robert Holmen and Chris Daily for pushing me forward and out of my comfort zone. I have learned a great deal about AM and about myself through this process of creating. Happy 26th anniversary to me!!
    2 points
  31. I have been working on getting ready to move. As a part of that I was looking at computers. I pulled up Cindy from Cupid Sick day. I modeled her 15 years ago. It is hard to believe. In 2012 I re rigged her and the rig holds up nicely.
    2 points
  32. I don't think I posted a link to this yet, but hey, better late than never.
    2 points
  33. So i lied. Here is Sir Harold
    2 points
  34. One more for the day. Archie or Andre, was rigged with TSM. A little more flexibility especially for the bow and arrow.
    2 points
  35. I found the rendering of Timothy walking. Here is Timothy the Goblin
    2 points
  36. This is the final "Particle Fire" project from the C++ tutorial that a few of us have been doing. I have modified it so that you can draw a trail of fiery sparkles with your mouse as it runs. Unzip this ZIP to a folder on your drive somewhere and double click on Sparklies.exe to launch. Sparklies.zip Left-drag to draw sparkly particles with your mouse!
    2 points
  37. I wish everyone a Fine New Year and I look forward to seeing you all in 2025!
    2 points
  38. this as about a 30 minute tinkering frosty.prj
    2 points
  39. I'm sorry for the delay getting this posted. My work has been out of control. We have a list of systems that need to be replace and very time when think we get ahead. Another systems needs to be replaced. Windows: Windows 32Bit Windows 64Bit SDK: v19.5 SDK Change Log: Fixed 0007278: Files above 2 GB not correct read Fixed 0007277: ImageIO HDR fails on some supportet files Fixed 0007276: Crash , when obj Files with decals importet Fixed 0007275: RenderServer crashes without notice on this project Fixed 0007267: Feature: node cloner for materials New entrie in the menu for materials "Clone Material" creates a new material with the same attributes New entries in the menu for material attributes "Clone Attribute" creates a new attribute with the same settings "Copy Attribute" copies the settings from this attribute (including childs) into a buffer "Paste Attribute" paste the settings wich are copied before into the now selected attribute the last 2 actions working also between different materials and different projects Fixed 0007272: Dragging Pose causes crash Fixed 0007271: Deleteing unwanted Hair Guides leads to crash Fixed 0007264: Duplicator Wizard causes crash Fixed 0007274: In v19.5c, cannot render an EXR file without a crash Fixed 0007268: Crash during Radiosity render Fixed 0007273: on Path in Chor causes crash
    2 points
  40. Way back in 2000, Casio released the first MP3 player that you could wear on your wrist. It had a staggering 32 MB of storage and could hold about 1 hour of 60kbps audio or half an hour of 120kbps. It looked like this I got one in about 2001 and it eventually died, but I loved that watch. Fast-forward to 2021 and out of nostalgia I bought another one. I still love it, but 32MB of storage is a bit useless for modern sensibilities. Sadly, even though the internal card reader will read and format a larger card, for unknown software/hardware reasons the watch refuses to allow anything more than 32MB of data to be sent to it. 😔 In 2022 I bought a Kospet Optimus 2 Full Android 10 smartwatch that could use custom watch faces and I'm sure you can see where this is going. I used a combination of A:M, Photoshop and a program called Clockskin to make a digital version of the watch that had all the same functionality as the original watch. pressing play for instance opened the watch's media player etc. But it also had a step and heart rate tracker and battery display that the original didn't have. Here's a shaded wireframe of the A:M model and a pic of the finished watch face. I renamed it the WPH for "Watch Phone" because the Optimus 2 is a full android phone in watch format and it's now an ACE.CO product instead of Casio.
    2 points
  41. I was lathing a shape and thought I could easily turn it into a giraffe's head... A few hours later this dragon thingy appeared: The motion blur... a bit thick no? I thought I'd be lazy and make the eyelids be patch images that turn on/off. That was probably more work than it should have been if I would have just made actual eyelids. It kinda worked though. Had fun with a few things that won't be particularly apparent such as having the color of the horns change so that the lightest/grayest horn is always in the back (presumably aiding in giving a sense of depth). This guy technically has no mouth although he does have a jaw bone. He really needs a mouth. I was going for flat shaded and almost got what I was after. I need to explore that more and get that approach into muscle memory. He needs a body no? I thought about faking the reason for not having one by adding ripples of blue to indicate water. Added: Definitely needs eyebrows! It was a fun 3D exploration that reminds me that when doodling especially... there is always something more to tweak!
    2 points
  42. So much that could be changed! Regrets? I do wish I had used more cross sections when lathing the neck as it would allow for better placement of his differently colored belly. His mane/back scales need more detail/definition. Perhaps a sense of bones/webbing. Mouth. Need mouth. Nostrils. If the entire eyes were patch images or decals I probably could get away with more there and have better control of the look/feel. Why do I always resist just modeling the stuff in the first place? I wanted to have his horns be more turned but perhaps for this guy these are the best? More ornate horns might be reserved for other dragons this guy would encounter. Some additional deformation/detail and the cheeks and chin would suggest scales/hair. Ears... not very subject to gravity in this iteration. Those might be some of the obvious areas to work on. What else?
    2 points
  43. A brief test using SimCloth for Autumn leaves... YouTube version: BooH264.mov UPDATE... here is a shaded wireframe render of the full cloth simulation that takes place before the rendered portion above. Although "Show backfaces" is ON, the cloth patches only show their decal on one side in shaded mode. Not sure why. Boo Cloth Simulation.mov mp4 version: Boo Cloth Simulation.mp4 PRJ: OctoberSurprise.zip
    2 points
  44. Next up (I think I captured a character but not the character in the rotoscope. Thought this guy's jaw would be easy to rigs so added that.
    2 points
  45. Hello, As some may already know, I have been a user of A:M for more than 30 years. I walked right into the front office of Hash HQ to buy my first copy in 1993, and I still have the disks. I am not usually able to show much of my work outside of the studio, however, at the request of Robert Holmén I have assembled a brief look at how I use A:M in my design work. Even though in my job I need to know a large library of applications, I still like using A:M when I can because of how quickly I can get from an idea to something moving on the screen. Often, I am using A:M to create previz animatics just to show conceptually how something will likely move and to create some parameters for fabricating. Things like locating the axis of movement and how many degrees it may move, or how fast it might move for example. It is to develop a starting point for engineering data and specifying actuators, or sometimes to simply give the client and my team clarity on our direction. There is rarely any kind of finished detailed rendering of these kinds of animations. Everything is relatively primitive. There are occasions though where I can take the animation a little further. Over the past few years, we have used the previz animation to drive the programming of a finished animatronic. You can see examples of this in the current shows running at the Wynn in Las Vegas. https://press.wynnlasvegas.com/press-releases/wynn-las-vegas-brings-entertainment-back-to-the-strip-with-debut-of-the-new-lake-of-dreams/s/62fa1fa1-64dc-4009-a73b-4fc7099eb279?cultureSeoName=GLOBAL When we were tasked with creating all these new shows and updating our frog to a more modern control system, the frog had been in show since 2005 and a lot has changed since then, I was able to update the way we animate the shows finally. To animate the original version of the frog, someone would need to sit at the edge of the lake in Las Vegas in the middle of the night with a mixer board adjusting one axis at a time. It would take several nights to get a song dialed in. Even though the animation was being recorded to an animation tool it was designed for automation control, so the only animation interface is a timeline and spline features. You have no visualized double of your character to monitor. With our new process, now I can just animate a new song in A:M in an afternoon from the comfort of my desk and upload it directly to the frog from almost 1000 miles away. The following posts are a brief look at the A:M projects I have created and the process for this set of shows.
    2 points
  46. Hi all ! I am new to Hash animation master I make a joypad very simple and what do you think of that ?
    2 points
  47. The "Pinot Vista Tasting Lounge" where outr band has been playing every Wednesday (for 3 years) is giving us our own "Label". Yamhil County, Oregon, has become a tourist destination due to the fact that it is now "Wine Country" Now people can take home a souvenir. A bottle of "Twisted Knickers Private Reserve" Pinor Noir. Here, have a bottle. . .
    2 points
  48. A quick and dirty test of the transparency map/soft-edged slit idea shows promise. Needs refinement, but better and better. Good thinking, Robert.
    2 points
  49. newworldexplode3d.mov mp4 version: newworldexplode3d.mp4 redid the animation and slowed is down a little need some comments of what you like or what you think needs tweaking or any questions you may have be glad to answer PRJ: newworldexplode3.zip
    2 points
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