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Rodney

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Everything posted by Rodney

  1. Your descripton immediately made me think of the late great Will Eisner and one of his graphic novels. The main character runs a marathon and is the last to cross the finish line. The story is a wonderful one created by the master of sequential art. (See attached) The poses there are complex though and certainly not meant to stand on their own as static images. They are designed as elements of a graphic 'moving' narrative. Something of use to everyone in refining poses might be a search on key words at Google Photos. Here for instance is a variety of 'victory poses': http://picasaweb.google.com/lh/searchbrows...ictory+pose#0+1 I don't see too many exhausted ones there though. Will Eisner's character though... he's enhausted! The page is from the excellent book 'Graphic Storytelling and Visual Narrative'. Highly recommended.
  2. First, let me say... I like the premise of this WIP. Please stay with it as long as you possibly can. I have to agree here with phatso when he says: It looks very much to me like he is having an angry discussion with God. For the pose to say 'victory' I think you need to layer in another action. What kind of victory is he celebrating? Has he just finished running/winning a race? Maybe he's expecting good news and found out he just got a job? What about that other arm? Could it be put to better use? If he was saying something what words would be in his dialogue? This is pretty cool stuff if'n you ask me. Glad you are willing to post it.
  3. Nice updates. I'm loving how you keep us interested by showing a little more of your work each time. Its addictive! You are living proof that the journey is just as important as the destination. Thanks for posting your WIPs here online. BTW - Mr. Sneeze has a hook? (I haven't been keeping up and missed that) You are just full of surprises. Edit: Your website is looking great too! Interestingly enough... your webcomic on the site right now answers my question about Mr. Sneeze's hook. Great timing.
  4. The importance of Named Groups cannot be overstated. By naming your Groups it will save important information (colors, pivot settings etc.) that otherwise WILL NOT be saved. Its generally a good idea to name them something related to what the Groups purpose serves. The order of your Groups in the hierarchy of the list is important too. Newbies... Oldsters... Create and Name your Groups!
  5. Rodney

    Mechanical model

    I can feel the weight of it just by looking at it. Heavy!
  6. It looks like you are off to a great start! (Get some sleep though to conquer that cold!)
  7. The answer will depend on your experience and knowledge of the formats and the conversion process in question. I have to assume from your post that you aren't very experienced or knowledgeable in either one. Hey... join the crowd! If your experience is little and your knowledge lacking then it will be near impossible to get animatible characters from other programs into A:M. The differences in methods used are a considerable challenge. Several professionals have bridged that gap but to the tune of at least $1000. Previously a studio that supposedly perfected the process (or as near to it as is possible) said they'd license the technology for around $150,000. But... this mostly to get A:M models wholely converted into other programs. Everything from everywhere else into A:M? Not likely for any amount of money. Clearly its not an easy process. I have yet to see the work produced from those methodologies so I can only assume they are worth the investment to these guys. A:M models usually work and animate best when the splines are continuous. With other programs this is rarely the case and many methods are used to manipulate the models. When a model is imported from another program into A:M from these other programs the importer has to make decisions of where to continue the splines. If many splines meet at a single intersection some decisions are going to be wrong. *If* you can design your model in these programs with A:M in mind. *If* you understand the process of conversion *If* you model in such a way that the particular importer/converter can translate the model well *If* you can keep the mesh simple enough *If* you have the money or programming prowess to successfully convert the models Then you should find great success in using other programs models in A:M. Most people don't have the patience or resources to put toward it so they model in A:M instead. Its not impossible and I don't want to be all doom and gloom but I want to tell it to you as straight as I can. Outside of Props its not going to be easy to animate models from other programs in A:M. To answer your question though! There are plugin Importers available for the following formats (there may be others but this is all that I have): - .3DS - .OBJ - .DXF
  8. From the images you've posted I can't tell quite what you have there with regard to the Extra DVD. Where did you copy that data? I'm not sure about your usage of the word PWS here either as the Project Workspace isn't related to the content. If you mean to say you can't drill down in Windows Explorer... now that is another thing. There is a limited Library built for the Extra DVD and the easiest way to point A:M to it is to point it to the DVD folder containing the library. Once you've achieved success with that you'll be able to do the same should you move the data to your harddrive. Thats one problem. The other is that not all content on the DVD is in the Library. As I recall the Library is limited. Perhaps given a little time we can fix that and create a full Library of all the content but I suspect a lot of the preview images aren't embedded in the files. (The preview images are required for the images to show up in your Library and if they aren't there they get replaced by a default icon.) There should be a readme.txt file or two on the DVD that explains this a little more. If you can find the Library file you can drag and drop it into your Library folder.
  9. In addition to what Caroline says about images versus materials it should be noted that some Materials can -use- images and as such when the material is applied to geometry the image is transferred. As Materials take a lot longer to render I'd say stick with decals/images as much as you can. The manual covers some very important information on these topics and is recommended reading. Hopefully you've downloaded it.
  10. Oooo... I like! Interestingly that image (the lines at least) looks a lot better at low resolution than it does larger. The toon lines in the larger full images don't appear as crisp which might be preferred in a mechanical model. My thoughts usually run the opposite as I'm always looking for more variation in toon lines. In this case though the crisp lines would be ideal. Something I've never had confirmed by others but seems to work well for me is to increase the line width a little and render to a larger format (VistaVision or whatever that one is called). Then resample to a lower resolution. For some reason that keeps nice crisp lines where the smaller render doesn't. Only a few years ago producers of the animated Star Trek series would have been giving you a call on the phone to borrow your model. Very nice economy of splines too!
  11. Nice John. The judicious usage of both approaches would really make a scene look great. With all your various projects and tests I assume you have amassed a pretty large collection of foliage by now.
  12. Rodney

    Mechanical model

    Wall E? Looking good thus far Stian!
  13. There are a lot of little things like those that make working in A:M even more enjoyable. What scares me most is the realization that I've only begun to scratch the surface of what is there for us to use. Together we are gonna learn this stuff though!
  14. Once you you've created your Constraint to Path and assigned your model to the path look in the Propertes for the Ease. You can set this from 0 to 100 percent which can help tailor you animaton to just about any speed you need. Sorry, no screenshots. I don't have A:M installed on this computer. The video tutorial Walk Then Wave at the bottom of the Video Manual page should demonstrate usage of Ease. Its the very last tutorial.
  15. From your Project Workspace (under the Images container)... - Right Click - Save As Animation - Change to the desired format (in this particular case .MOV) All of this assuming you have the AVI file in A:M to Right Cick on of course.
  16. Thanks for the thanks. A good nights sleep is the best way for the brain to fully absorb the lessons of the day. See you tomorrow!
  17. This tutorial won't specifically teach you how to lathe a wheel but it should loosen you up and demonstrate what the capabilities of Lathing, a little imagination and a little planning can do for you. It does show you how to move and manipulate the pivot. As creating a wheel is basically lathing a Torus if you can lathe you'll soon be creating wheels with little effort. Advanced Lathing Methodologies (Note: This is a SWF online tutorial. You can download the tutorial here.)
  18. I try to steer clear of telling people what to move at the CP and spline level wherever I can. If we did that it might be just easier just to have someone else model it. If someone wants to go CP by CP with you though thats fine by me. Occassionally we'll all draw on top of your pictures and give suggestions of course. But don't be afraid to try it yourself. Stitch in those splines! Then post more images! Yes, when rotating you will have to use the Rotate button. This will take some time to get use to but experiment... save often too. That way you can go back to an earlier version if you adjust something too much. When rotating you can change the pivot point (which will determine where the points rotate from). When in doubt start a new simple model and experiment with that until you feel comfortable. Then apply what you've learned to your more complex model.
  19. I would suggest selecting the area you want to work on... Then whack the period key to invert the selection... Then press the H key to hide the rest of the geometry. This will allow you to see better what you are working on. The splines themselves I would rotate into place in the front and stitch in other areas as needed. If you want to go above and beyond you might copy and paste the cockpit area you have now and adjust it as a separate piece. You'll have to break the splines in the body of the aircraft of course.
  20. Hang in there! I was going to quote from your last post but realized I was going to have to quote the whole thing! Very profound words. I think most of us struggle with similar things and have similar aspirations. You certainly have our support. Like you I feel very awkward when commenting on the work of those obviously more talented than me. Unlike you though I haven't the talent to rise to their level. We all do what we can. Take care of the priorities and basics of life first. Getting and keeping a good job is important. Take whatever time time you need to get that done. Then the animating will be all the more rewarding.
  21. I'm glad it helped. As you find time post the results from your Darktree related work or point others to this topic if they have questions. That way we can all benefit from use of Darktee Simbiont materials even more. We have a lot of valuable resources available to us. Good luck with your project!
  22. Once you have the DTS material container in A:M look for the option where you click to open your Simbiont material. Browse to your material and... done!
  23. A quick way to check to see if your Darktree Simbiont plugin is installed is to look in your v15 folder. If you see a folder named 'Darktree' then you should be good to go. Of course just because you have a folder doesn't mean the plugin will work. So... To access your Darktrees you use the same method as accessing other material plugins. Right Click on a new material's attribute node and drill down to the plugin menu. There you will find your DTSimbiont plugin.
  24. I'm curious. Why is the barrel facing north?
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