sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

Rodney

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Everything posted by Rodney

  1. Hehe. Very nice! I could only hope my adventures were as fun and exciting as you make them appear to be. I'd say more but for now... I plead the fifth, cannot confirm or deny and will need to consult with my attorney before commenting further. P.S. I wanna see more of my adventures.
  2. Aha! Star Trek 'wessels' cannot cloak. You've got the NCC 1701 cloaked in your scene right? In other words... I don't have the faintest clue John. I give up.
  3. Thanks. I was reminded of that knotwork when I saw the image on A:M Stills. Call me one of the faithful again... I really never doubted.
  4. Avatar changed while on current mission. Scan="sword" Loop. End transmission.
  5. Sure looks like you are having fun. Keep it up! Lots of fun to watch you put him together. I'm curious how even with low density mesh you will get the areas that appear to have so many splines going into the same CPs to work. Maybe it's just a trick on my eyes or your workflow allows for such things.
  6. I commissioned this simple sword as part of my Cybergirl project. If/when the project picks up again all the sword thinking gave me a great idea for a scene with a whole lot of swords. There are a lot of swords in the story that I still refer to as "Project 2" to keep the title secret but this is the only one that was built in 3D thus far. Javier Poot's rapier design definitely fit in better with the character who originally I had imagined would carry a samurai type sword. For those interested the cybergirl project it can be viewed in the WIP secton. I've been working on a few other characters in the story and hope to post a significant update this summer. The Cybergirl project was initiated one day when I realized that it might be well worth the money to commission models to be made for my projects as there is no possible way I'll be able to build them all. Javier Poot added fire to the project when he came on board and helped redesign the girl. The project then became more of an experiment in online colaboration and it was indeed fun. Javier has been offline for awhile and he is certainly missed in the A:M Community. You can see the project here: Cybergirl Project Keith Fay provided this samurai sword long before he went on to work with Jack West and Far Star Productions. I percieve he likes to keep busy!
  7. I've just gotta post a pic of robert's sword to go with the others. (From his post)
  8. Thanks Paul and everyone! While I'd like to say I'm gearing up for a great big update it looks more like I'm locking down for the winter or sumthin'. I'll be away for a couple weeks but with a little luck and a laptop... who knows. I've got several projects waiting in the wings and I'm pleased with some recent experiments I've been testing. The next big thing I hope to do under this heading is to finalize a script for a trailer-like glimpse into the world of MRM. From there it is on to the main story within the story itself. I see the script as being all important to making it all come together. Of all my projects My Robot Movie is always the fun one to return to. My other big project is entirely too serious. Where "Project 2" is gritty, stark and detailed (entirely beyond my present talent), My Robot Movie is suppose to be full of fun, gif-animation-like and "the kid in all of us" adventure. I'm not sure I'm up to either task... but the attempt has been fulfilling thus far. Thanks for the encouragement!
  9. You should have a button [EDIT] that will allow you to go back in and correct typos. Its fun... and easy. Nice Robots too.
  10. Rodney

    2001 Rig

    The 2001 Rig is currently the default rig for use with Animation:Master. There is a lot of information on the rig available to help understand the principles of rigging and to study for those times you may prefer to roll your own solution. References: Introduction to the 2001 Rig Setting It Up for the First Time Preparing The Rig for your animation style with drag on poses. Applying the 2001 Rig to Your Models The different animation controls of the setup Adapting the Rig to your models Certain things you can do to place the 2001 setup on your mesh. How the System Works Constraints that make the system behave properly Note: You will have to adjust for changes in the A:M Interface since the 2001 Rig was first documented. The Art of Animation:Master Exercise 13: Show Some Backbone demonstrates how you can transfer the 2001 rig into your own model. The exercise uses the Boneless Thom model that can be found on your CD. There is also a video tutorial version of the exercise available online: Exercise 13: "Show Some Backbone" web (21MB) zip (20MB) Reusable Actions One important thing to consider when rigging is what (if any) reusable actions may be available for use with the rig you intent to use. If building your own rig you may want to create some specific actions for the purpose of reuseablity. With the 2001 rig there are a select group of actions available. More can be read about reusable motion in the Reusable Motion Forum I have only a basic understanding of rigging of characters primarily with experimenting with the referenced documentation and associated models above. As such the 2001 Rig is a great interest to me and seems to me a good place for any beginner to start. For some, the 2001 rig may be all you need to complete your character animation.
  11. Test of Automated System - This is only a Test (Pardon our Dust) Welcome to Useful Links The Software Tutorials Forum is constantly adding new resources. Thanks to all contributors! We couldn't do this without you. Did you find a dead or outdated link in the list. Email me and we'll get em fixed! AM Users (Example Search via the A.R.M.) Colin Freeman http://www.lowrestv.com/arm/search3.asp?So...&author=freeman Jeff Cantin http://www.lowrestv.com/arm/search3.asp?So...c&author=cantin Will Sutton http://www.lowrestv.com/arm/search3.asp?So...c&author=sutton Animation Cameras Constraints Features http://wiki.hash.com/amfeatures/published/HomePage Matt Bradbury Import and Export Technical Referencel http://www.hash.com/htmlHelp/v12/Technical_Reference.htm Animation:Master Technical Reference Interface International Resources for A:M in Spanish http://www.cole3d.net/am/ *This is so cool I wish I spoke Spanish! Libraries Lighting Materials and Texturing www.hash.com/amtutes/materials_laboratory/zebra.htm Changing a Cartoon Horse into a Zebra - JohnL3d Modelling Realistic Edges (Bias Manipulation) www.hash.com/forums/index.php?s=&showtopic=17593&view=findpost&p=135071 Ken Heslip Bias, Realistic, Detail 2005 Extra CD Content (Online) http://www.hash.com/amtutes/X_Vol001/index.html Volume I: Free Models for use with Animation:Master Optimization Programs, Utilities and Plugins Rendering Rigging Sound and Music Contact Information Hash Inc: http://www.hash.com/support/contact.asp Contact Hash Inc HASH INC Support and Services Upgrading http://www.hash.com/support/updates.asp Always maintain the most current release of your subcription to Animation Master. Upgrades are just $99! Information and Training Resources Tutorials Resources A:M Resource Matrix (A.R.M.) http://www.lowrestv.com/arm/ Animation:Master Tutorial Forum http://www.hash.com/forums/index.php?showforum=50 A:M Tutes Troubleshooting / Solutions A:M Tutes Troubleshooting / Solutions
  12. This is the last post of the 2004 Useful Links. There is a lot of good information posted here and some of it will be recompiled and brought forward into the 2005 Useful Links topic. Thanks to all who contributed! Please post new information and links here.
  13. Animation:Master Keyboard Shortcuts Please let us know if you have other keyboard shortcuts or find errors or useful links that complement or explain more fully any of the following keyboard shortcuts. ------------------------------------------------------------------------------------------- Introduction to Animation:Master Keyboard Shortcuts - Submitted by Sam Buntrock ------------------------------------------------------------------------------------------- I didn't use even the simplest of the keyboard shortcuts when I first started with A:M. I personally think that the following 3 (default) keys are the first thing a new user should learn. To alter your view of A:M's 3D space: M - Move tool (or pressing down the mouse wheel if you have one) T - Turn Z - Zoom (or the mouse wheel up and down if you have one) Once you've got these learnt, and can find them without looking at the keyboard, you'll find yourself working a whole lot faster. And then you'll be ready to learn more shortcuts ------------------------------------------------------------------------------------------- Modeling Keystrokes- Submitted by ZachBG ------------------------------------------------------------------------------------------- Click on a control point or group, then when you translate it: Hold down 1 (above the letters) to only move it in the X axis 2 to only move it in the Y axis 3 to only move it in the Z axis Combinations of the above to constrain it to XY, XZ, etc. And the lesser known constraint keys: 4 to only translate in the direction of the selected spline 5 to translate in the direction perpendicular to the selected spline 6 to translate in the direction of the surface normal--EXTREMELY useful when attempting to make models smooth. These work anywhere, actually, not just modeling mode, and when working in camera or bird's eye view in Choreography, there's an added bonus: if you want to move something in screen space, as opposed to along the ground plane, hold down 1, 2, and 3, and you've got it. If you have a wheel mouse: scrolling it zooms in and out hold it down and drag to pan hold it down+shift to turn the view Use the numberpad to switch views. Starting in the center with 5, as though the sides of a cube had been unfolded: 5-top 2-front 8-back 6-right 4-left 0-bottom 7-birdseye view (the last view you had when using the turn tool) 1-camera views (keep tapping it to cycle through all of the cameras in your choreography) 3-light view. (tap it to cycle through the other light views) Also see: Tech Ref info on the Modeling Toolbar -------------------------------------------------------------------------------------------- Shearing - Submitted by John Keates -------------------------------------------------------------------------------------------- It is possible to do a sheer by holding down 1,2 or 3 whilst rotating. The cps are prevented from moving in a cirdle and can only move in the direction that you allow. -------------------------------------------------------------------------------------------- Camera Keystrokes (Use when looking through a camera) submitted by Will Sutton -------------------------------------------------------------------------------------------- Holding down shift while using the hand/pan tool[M]will dolly forward and backward Hold down control while using the hand[M] will shift the camera sideways and up and down. Holding shift with the zoom[Z] tool will adjust your focal length. Holding shift using the Turn tool[T] will aim the camera. Holding control while using the Turn [T] tool will tilt the camera. or in the words of Mike Stamm: The shortcut keys are 'T', 'M' and 'Z', just like in the modeling window. But here's the trick: If you don't hold down a modifier key, it'll just move the Bird's Eye view, as you probably already know. These are the modifier keys. For 'T' Hold down Cmd: The camera rotates along its own axis, like the hands of a clock. Hold down Shift: The Camera swivels to look in different directions, but without moving. For 'M' Hold down Cmd: The camera moves side to side or up and down with the mouse. Hold down Shift: The camera moves forwards and backwards. For 'Z' Hold down Cmd: The camera simultaneously zooms out and moves in, or vice versa. Hold down Shift: The camera zooms in (changes focal length), but doesn't move. Note: For this process use the 'Cmd' key on the Mac and 'Ctrl' key on Windows --------------------------------------------------------------------------------------------- Bias Manipulation submitted by Holmes Bryant and Rodger Reynolds ------------------------------------------------------------------------------------------- Adjust Alpha - Ctrl+Alt – Drag Adjust Gamma - Ctrl+Alt+Shft – Drag Adjust Magnitude of only the selected handle AND adjust BOTH Alpha and Gamma of BOTH sides of the spline. - Shift+Drag Adjust Both InMagnitude AND OutMagnitude without changing Alpha or Gamma. Makes the Magnitude opposite the handle you are dragging the same as that of the handle you are dragging so the BOTH Magnitudes are equal. - Alt+Drag Adjust In and Out Magnitudes while maintaining their percentage ratio in relation to one another. - Ctrl+Drag – Note: Similar to alt+drag but does NOT force them to be equal values Adjust ONLY the Magnitude of the handle you are dragging.( Either the InMagnitude OR the OutMagnitude but NOT both.) Does NOT alter Alpha or Gamma. - Ctrl+Shift+Drag Adjust ONLY the Gamma and nothing else. - Alt+Shift+Drag or Alt+Ctrl+Shift+Drag Animation:Master Keyboard Shortcuts - Most of these taken from Mark Oxley's excellent complation here: A:M Keyboard Shortcuts ------------------------------------------------------------------------------------------- By Name Add Lock Mode SHIFT+A / Add Mode A (Current versions default to Add Lock Mode) Back View NUM 8 Bird's Eye View NUM 7 Bone Visible J Bones Mode F6 Bones Visible Branch Shift+J Bottom View NUM 0 Bound B Bound Branch SHIFT+B Break K Camera View NUM 1 Choreography Mode F9 Collapse/Contract/Expand (PWS Tree/Branches listing): * (asterisk key) Constrain-X 1 Constrain-Y 2 Constrain-Z 3 Constrain Along Spline 4 Constrain Along Intersecting Spline 5 Constrain To Perpendicular To Surface 6 Curved C Curved Branch SHIFT+C Decrease Subdivisions PGDN Default 7 Delete DELETE Detach Point SHIFT+K Edit Mode ESC Edit: Compliment All . Edit: Compliment Spline , Edit: Copy Keyframe CTRL+C Edit: Deselect All ENTER Edit: Group Connected / Edit: Paste Keyframe CTRL+V Edit: Redo CTRL+Y Edit: Select All CTRL+A Edit: Snap Group To Grid ' Edit: Undo CTRL+Z Expand/Contract/Collapse (PWS Tree Branching listing): * (asterisk key) Extrude Mode E File: Open CTRL+O Flip Normals F Front View NUM 2 Grid SHIFT+3 Group Mode G Help (Buttons, Menus & Windows) SHIFT+F1 Help (Task or Command) F1 Hide CPs H Hide More SHIFT+H Increase Subdivisions PGUP Insert Y Invisible Branch SHIFT+I Invisible Mode I Jump To Frame CTRL+F Lasso Draw Mode SHIFT+G Lathe L Left View NUM 4 Light View NUM 3 Loop HOME Modeling Mode F5 Move M Move Down DOWN SHIFT+DOWN Move Left LEFT SHIFT+LEFT Move Right RIGHT SHIFT+RIGHT Move Up UP SHIFT+UP Muscle Mode F7 New CTRL+N Next Frame = NUM PLUS Next Keyframe + SHIFT+NUM PLUS Next Object TAB Normals SHIFT+1 Onion Skin SHIFT+5 Patch Group Mode SHIFT+P Peak P Perspective \ Play Range END Previous Frame - NUM SUB Previous Keyframe _ SHIFT+NUM SUB Previous Object SHIFT+TAB Project: Save CTRL+S Render Lock Mode SHIFT+Q Render Mode Q Right View NUM 6 Rotate Group Images CTRL+R Rotate Mode R Scale Mode S Select Deeper ] Shaded (for selected model) X Shaded (for current view) 9 Shaded Branch SHIFT+X Shaded/Wireframe 0 Skeletal Mode F8 Smooth O Toggle Backface Culling SHIFT+6 Toggle Decals CTRL+D Toggle Interrupt SHIFT+2 Toggle Particle/Fur SHIFT+8 Tools: Options CTRL+P Top View NUM 5 Translate Mode N Turn T Vector V Vector Branch SHIFT+V View Settings SHIFT+4 View: Community ALT+6 View: Libraries ALT+5 View: Pose Sliders ALT+4 View: Project WorkSpace ALT+1 View: Properties ALT+3 View: Refresh SPACE CTRL+SPACE SHIFT+SPACE View: Timeline ALT+2 Window: New Window ALT+W Window: Tile Horizontally ALT+H Window: Tile Vertically ALT+V Wireframe (for selected model) W Wireframe (fir current view) 8 Wireframe Branch SHIFT+W Zoom Z Zoom To Fit (Object) CTRL+SHIFT+Z Zoom To Fit (Scene) SHIFT+Z By Key ' (Apostrophe Key) - Edit: Snap Group To Grid * (Asterisk key) - Collapse/Contract/Expand (PWS Tree Branching) - (Dash Key), NUM SUB - Previous Frame , (Comma Key) Edit: Compliment Spline . (Period Key) Edit: Compliment All / - Edit: Group Connected \ - Perspective _ (Underscore Key), SHIFT+NUM SUB - Previous Keyframe + , NUM PLUS, SHIFT+NUM PLUS - Next Keyframe = (Equal Key) - Next Frame 0 - Shaded/Wireframe 4 - Constrain Along Spline 5 - Constrain Along Intersecting Spline 6 - Constrain To Perpendicular To Surface 7 - Default 8 - Wireframe (fir current view) 9 - Shaded (for current view) A - Add Mode ALT+1 - View: Project WorkSpace ALT+2 - View: Timeline ALT+3 - View: Properties ALT+4 - View: Pose Sliders ALT+5 - View: Libraries ALT+6 - View: Community Alt+Ctrl+Shift+Drag is same as Alt+Shift+Drag Alt+Drag: Adjust Both InMagnitude AND OutMagnitude without changing Alpha or Gamma. Makes the Magnitude opposite the handle you are dragging the same as that of the handle you are dragging so the BOTH Magnitudes are equal. ALT+H - Window: Tile Horizontally Alt+Shift+Drag: Adjust ONLY the Gamma and nothing else. ALT+V - Window: Tile Vertically ALT+W - Window: New Window B - Bound C - Curved CTRL+A - Edit: Select All Ctrl+Alt - Drag for alpha Ctrl+Alt+Shft - Drag for gamma CTRL+C - Edit: Copy Keyframe CTRL+D - Toggle Decals Ctrl+Drag: Same as alt+drag BUT allows In and Out Magnitudes to maintain their percentage ratio in relation to one another. Does NOT force them to be equal values like Alt+Drag does.. CTRL+F - Jump To Frame CTRL+N - New CTRL+O - File: Open CTRL+P - Tools: Options CTRL+R - Rotate Group Images CTRL+S - Project: Save Ctrl+Shift+Drag: Adjust ONLY the Magnitude of the handle you are dragging.( Either the InMagnitude OR the OutMagnitude but NOT both.) Does NOT alter Alpha or Gamma. CTRL+SHIFT+Z - Zoom To Fit (Object) CTRL+V - Edit: Paste Keyframe CTRL+Y - Edit: Redo CTRL+Z - Edit: Undo DELETE - Delete DOWN - Move Down (SHIFT+DOWN multiplies increment) E - Extrude Mode END - Play Range ENTER - Edit: Deselect All ESC - Edit Mode F - Flip Normals F1 - Help (Task or Command) F5 - Modeling Mode F6 - Bones Mode F7 - Muscle Mode F8 - Skeletal Mode F9 - Choreography Mode G - Group Mode H - Hide CPs HOME - Loop I - Invisible Mode J - Bone Visible K - Break L - Lathe LEFT - Move Left (SHIFT+LEFT multiplies increment) M - Move N - Translate Mode NUM 0 - Bottom View NUM 1 - Camera View NUM 2 - Front View NUM 3 - Light View NUM 4 - Left View NUM 5 - Top View NUM 6 - Right View NUM 7 - Bird's Eye View NUM 8 - Back View O - Smooth P - Peak PGDN - Decrease Subdivisions PGUP - Increase Subdivisions Q - Render Mode R - Rotate Mode RIGHT - Move Right (SHIFT+RIGHT multiplies increment) S - Scale Mode Select Deeper ] SHIFT+1 - Normals SHIFT+2 - Toggle Interrupt SHIFT+3 - Grid SHIFT+4 - View Settings SHIFT+5 - Onion Skin SHIFT+6 - Toggle Backface Culling SHIFT+8 - Toggle Particle/Fur SHIFT+A - Add Lock Mode / (Current versions default to Add Lock Mode) SHIFT+B - Bound Branch SHIFT+C - Curved Branch Shift+Drag: Adjust Magnitude of only the selected handle AND adjust BOTH Alpha and Gamma of BOTH sides of the spline. SHIFT+F1 - Help (Buttons, Menus & Windows) SHIFT+G - Lasso Draw Mode SHIFT+H - Hide More SHIFT+I - Invisible Branch Shift+J - Bones Visible Branch SHIFT+K - Detach Point SHIFT+P - Patch Group Mode SHIFT+Q - Render Lock Mode SHIFT+TAB - Previous Object SHIFT+V - Vector Branch SHIFT+W - Wireframe Branch SHIFT+X - Shaded Branch SHIFT+Z - Zoom To Fit (Scene) SPACE, CTRL+SPACE, SHIFT+SPACE - View: Refresh T - Turn TAB - Next Object UP - Move Up (SHIFT+UP multiplies increment) V - Vector W - Wireframe (for selected model) X - Shaded (for selected model) X 1 - Constrain Y - Insert Y 2 - Constrain Z - Zoom Z 3 - Constrain ------------------------------------------------------------------------------------------- Windows Hotkeys - Not all tested for A:M Compatibility/Conflicts ------------------------------------------------------------------------------------------- Windows Standard Alt + Escape: Send active window to the bottom of the z-order. Alt + F4: Close active window; or, if all windows are closed, open shutdown dialog. Alt + Shift + Escape: Activate the window at the bottom of the z-order. Alt + Shift + Tab: Display CoolSwitch; go in reverse. Alt + Tab: Display CoolSwitch. More commonly known as the AltTab dialog. Ctrl + Alt + Delete or Ctrl + Alt + NumpadDel (Both NumLock states): Invoke the Task Manager or NT Security dialog. Ctrl + Escape or Win: Display start menu. Ctrl + Shift + Escape (XP Only): Invoke the task manager. On earlier OSes, acts like Ctrl + Escape. Shift + F10 or AppsKey: Display context menu. Shift while a CD is loading: Bypass AutoPlay. Win + B (XP only): Activate system tray. Arrow keys select, Enter double-clicks, and AppsKey or Shift + F10 right-clicks. Win + Control + F: Open Find dialog. (Computers) Win + D: Toggle minimize all windows. Win + E: Open Windows Explorer. Win + F or F3: Open Find dialog. (All Files) F3 may not work in some applications which use F3 for their own find dialogs. Win + F1: Open Windows help. Win + L (XP Only): Locks keyboard. Similar to Lock Workstation. Win + M: Minimize all windows. Win + Pause: Open System Properties dialog. Win + R: Open Run dialog. Win + Shift + M: Undo minimize all windows. Win + Shift + Tab: Cycle through taskbar buttons in reverse. Win + Tab: Cycle through taskbar buttons. Enter clicks, AppsKey or Shift + F10 right-clicks. Win + U: Open Utility Manager. Menu Commands Alt + Space: Display system menu. Same as clicking the icon on the titlebar. Alt or F10: Activate menu bar. Ctrl + A: Select all. Ctrl + C: Copy. Ctrl + F: Find... Ctrl + F4: Close tab or child window. Ctrl + N: New... File, Tab, Entry, etc. Ctrl + O: Open... Ctrl + P: Print. Ctrl + S: Save. Ctrl + V or Shift + Insert: Paste/Move. Ctrl + X: Cut. Ctrl + Z: Undo. Escape: Remove focus from current control/menu, or close dialog box. F1: Open help. F11: Toggle full screen mode. General Navigation Alt + (Letter): Activate item corresponding to (Letter). (Letter) is the underlined letter on the item's name. Ctrl + Down: Move cursor to beginning of next paragraph. Ctrl + Left: Move cursor to the beginning of previous word. Ctrl + Right: Move cursor to the beginning of next word. Ctrl + Shift + Down: Highlight to beginning of next paragraph. Ctrl + Shift + Left: Highlight to beginning of previous word. Ctrl + Shift + Right: Highlight to beginning of next word. Ctrl + Shift + Tab: Cycle backwards through tabs/child windows. Ctrl + Shift + Up: Highlight to beginning of previous paragraph. Ctrl + Tab: Cycle through tabs/child windows. Ctrl + Up: Move cursor to beginning of previous paragraph. End: Move cursor to bottom of a scrollable control. Enter: If a button's selected, click it, otherwise, click default button. Home: Move cursor to top of a scrollable control. Shift + Down: Highlight from current cursor position, to one line down. Shift + Left: Highlight one character to the left. Shift + Right: Highlight one character to the right. Shift + Tab: Backward one item. Shift + Up: Highlight from current cursor position, to one line up. Space: Toggle items such as radio buttons or checkboxes. Tab: Forward one item.
  14. The Software Tutorials Forum is constantly adding new resources. Thanks to all contributors! We couldn't do this without you. Recently added to A:M Tutes: Realistic Edges (Bias) Subject: Modeling - Level: Basic - Author: Ken Heslip Changing a Cartoon Horse into a Zebra Subject: Materials - Level: Basic - Author: JohnL3d Quick Videos (Qvids) Subject: Various - Level: Basic - Author: LarryB Animation Bootcamp and related Tutorials Subject: Animation - Level: Basic - Author: Alonso Soriano FACE Rigging Subject: Rigging - Level: Basic through Advanced - Author: Mark Strohbehn Using The Squetch Rig Subject: Animating - Level: Basic - Author: David Seymour Alonso's Tutorials and Bootcamp Subject: Animation (TWO Certification too) - Level: Basic through Advanced - Author: Alonso Soriano A growing list of tutorials can be found at The A.R.M and a basic list of A:M Tutes hosted resources can be found at: A:M Tutes Index A:M Features Created and compiled by Matt Bradbury 2005 Extra CD Content (Online) The A:M Community donates project files and models for your use. Grab 'em... and don't forget to say thanks! Useful Searches Forum Search Technical Manual Search for Tutorials on the A.R.M. Just change the last word after = in the URL and you can find other useful resources "Example#2: Search for ""Rigging"" on the A.R.M." Search for an Authors on the A.R.M.: Examples: Colin Freeman Character Tutorials and More William Sutton UV Editor and More "Jeff Cantin Basic Splinemanship, Font/AI Wizards and More" HASH INC Support and Services Always maintain the most current release of your subcription to Animation Master. Updates are Free! Upgrades are just $99! Hash Inc: Contact Information International Resources for A:M in Spanish *This is so cool I wish I spoke Spanish! Information and Training Resources A:M Resource Matrix (A.R.M.) Search here first! Tutorials Resources Animation:Master Tutorial Forum Features A:M Features Created and compiled by Matt Bradbury New Dynamics Settings That little Green Tick Mark in v11? Locks of Hair Don't forget to hold the shift key down to create v10.5 locks of hair when creating your material. Interface Playrange Settings Startup Choreography & changing default Choreography Keyboard Shortcuts Adjusting the Rotate Manipulator (Incremental settings) Customizing - CP Size and Color Use this example to learn more about customizing Libraries Setting up Libraries by Heath Hash Lots and lots of Information on A:M Libraries Dig deep and you'll eventually see something you find useful! Animation The Reusable Motion Forum "Reusable Motion Information, Projects and Examples " " Key Model, Key Branch, Key Bone (Troubleshooting/Understanding Key Branching)" Cameras Multiple cameras - Camera changing Infinite Scale Camera Matching - Controlling a camera via Pose Lighting Radiosity Forum Lighting (Radiosity) Tutorial by Yves Poissant Rendering those white models on white background Modeling "Numeric CP positioning - ""Show Manipulator Properties""" Aligning CPs "Scaling, Rotating or Moving CPs with Bones" Deleting a spline and attached CPs Selecting and Unselecting Groups and Making them Pickable/Unpickable - by Various Authors Advanced Lathing Methodologies Porcelain Adding CPs to a Distortion Cage (Basic) Creating a Magnifying Glass "Fonts, 3D Text, Logos and Automated Mechanical Modeling" "3D Text, Logos and Automated Mechanical Modeling in A:M with the Font and AI Wizards" Rendering Render sizes for print Converting Sequential TGAs to an AVI/MOV file Rendering with sequential numbering (Options) The Best Rendering Codecs *Partial discussion - Note the relation to rendering to TGA. Getting rid of the 'fringies' Rendering those white models on white background Rigging Colin's Tutorials Look for the Rigging Tuts Kricket's Anime Page Look for the rigging section Search for rigging tutorials on the A.R.M. More of Dem Bones by Raf Anzovin (Note: Link to Dem Bones is broke on the A.R.M.) Interesting discussion on Fan Bones etc. Constraints Applying Constraints to a model - Poses Materials and Texturing "A search for ""Animation:Master materials"" at www.google.com" Materials Laboratory in the A:M Forum Flattening *To prepare for decaling Applying multiple images to the same Decal Textures vs materials vs decals vs image maps (Distinctions) Jim Talbot Decaling Tutorials: Flatten Tutorial (Zip file) Features Tutorial (Zip file) Eyebrow Details Tutorial (Zip file) Eyelashes Details Tutorial (Zip file) Special Effects Handwritten Notes with Particles by Darrin Mossor Import and Export Importing 3DS files Smartsaga's Plugin List "Programs, Utilities and Plugins" 3D format converters/plugins - compiled by Smartsaga Sound and Music Music Makers (Software and More) Troubleshooting / Solutions Terrain Wizard - Watch that Mesh Density! "Foot Twisting / Possible Problem with Nulls, Constraints etc. with Library Characters" Does my CD have to be in to run Animation:Master? - Pengy Importing Multiple Choreographies can double up lights and cameras Find out more. "To use the ""Autobalance Feature"" in rigging or not - The experts weigh in! You might be surprised by their answers." Optimization Ken H details how you may be able to save some render time in Windows OS Hash Inc's Graphics Card - 3D Marks page Keyboard Shortcuts Did you find a dead or outdated link in the list. Email me and we'll get em fixed! Thanks!
  15. Kyle, Looks nice! You have some nice detail modeled into it. I'm not sure what level of detail you still have planned. I'm talking additional decals and texturing. If you are going for realism I'd consider going with flat edged/faced tires versus torus wheels. If you are going more for a toy look disregard as that would work fine. Looks like a fine Fire Truck, Pumper to me.
  16. Vern, That is some innovative use of boolean cutters! Looks like nothing I've seen created in A:M to date. I'm looking forward to any further information or images concerning the technique you use. One never knows when you might need a bag o goop.
  17. It seems a simple idea... and from such great images are made. I agree along with others this makes a great promo piece. It should find it's way to the Hash Inc booth at SIGGRAPH, etc. as a rather large poster... the larger the better. How big would it be if Thom was printed actual (human scale that is) size... Hmmm.... Nice pic Will!
  18. Very very nice Roughy. That image looks like something I might have seen in a japanese animezine only a year or so ago. I think you've nailed the nose/bridge profile too. Bravo!
  19. Bravo! I caught a lot more in the imagery and flow as I watched it again and again. I finally started going frame by frame and can definitely see the hard work you've been putting into it. It's paying off. Nice work. I really love the narrative approach and the flow from panel to panel. I knew you wouldn't disappoint in how you cut your story together. You always manage to surprise me. It's also great to see approaches that break the standard film and animation approach and the straight on 'you are looking through a camera' approach. You've hit on something nice here. In the 'submitted from the peanut gallery' tradition I will make a few suggestions mainly because I know you've already got things under control but might like to hear them. If I could offer any suggestion at this point it might be to consider a 'focus' on the main action of the story throughout. Lightening the background might serve to further direct the viewers eye to the primary window of action by using some method to highlight the action even further. Some ideas just to throw at you... This might go against what you are looking for but maybe adding just borders on the primary window or a slight blur on everything but the primary window. As mentioned, perhaps less yellow in the background. A tannish/parchment look might contribute to the feel of storytelling and provide further bridging between (what I percieve as) reading from a book and watching a film at the same time. Later if you ever decide to bridge (or is that bookend?) your story with the opening and closing of an old book it would be ready for it if the background is more parchment-like. This of course could be done long after you are 'done' but having the thought in mind for further adapting your work 'after' it's finished should be a consideration. As I say... just words thrown atcha... not really meant to stick. I'm not watching with a critical eye here just mainly for the enjoyment of it so all suggestions are for the trash bin. I think I'd much rather see your vision of this than anything I could add. Keep it up!
  20. Rodney

    KONG!

    I believe Will's "Making Kong" can be seen in two parts on the 2005 SIGGRAPH videos. Yup... just varified. See it listed here: SIGGRAPH Training Tapes from Hash Inc. *Actually it's the title of this topic too....
  21. Reminds me of some of the early work of Brian Prince who as many know is legendary in these parts. One part that caught my eye was the water (I'm assuming it is water here). There doesn't seem to be much to distinquish it from a dry creekbed, water filled, etc. I'm not sure what it is... perhaps the reflection? It is definitely water but would seem to need some subtle reflection of the blue from the sky in it's current volume. Still looks great though... Nice job!
  22. Rodney

    KONG!

    Simply incredible. Not much else to say about it except... more angles please! Glad to see you've found time to return to him.
  23. Somehow I think this just *might have* placed had there been a contest. One word: Wow!
  24. Brilliant! Now that is definitely a first paid job to be proud of. Keep on animating Zach! Good stuff. For now I'm off to stare at the mirror to see what a smiling eye looks like.
  25. Ken, Nice crabs! There are at least two ways you might be able to make the spikes relatively easy using splines. You could use Emilio's Sweep plugin set to copy along a spline. or for better variety or control of the individual shapes of the spikes: You could use that same spline (say copied from off of the crab) in a choreography window to have the splines move along the path (use ease to get variety, another action perhaps or scaling to get differences in geometry) and export out to AV2 format. This would create a model per frame of the animation along that spline path. From there you could import all the separate models (at the same time) and they would be created in place. *Might have to do a tutorial on this some day because it's a lot easier to do than explain.
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