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CRToonMike

*A:M User*
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Posts posted by CRToonMike

  1. Nice exercise, Muff. As far as distributing it goes, I feel that any "mod" falls under the 'derivative' work clause in the DMCA; and because of that it's still copyright infringement, imho. Although I'm not a lawyer, my attitude is when there's some question, don't do it. To my eyes, it looks like this figure is based on the Aiko Model from DAZ3D.

     

    While you (as an individual) can mod something you purchased (again, if the licensing agreement allows) and use it in a animation/still. But as far as distributing a derivative work, you'll have to get permission from the owners of the model/object.

     

    As you wrote, it takes as much time to modify an OBJ as it does to create a new model in A:M; I would just create a series of drawings to use as rotoscopes in A:M and make a model from those. And since that model will be based on your orginals, you can do with it what you please.

     

    I don't mean to shoot down your good intentions, but I don't want to see anybody get into (possible) trouble.

     

    Again, I am just an artist who has studied copyrights and am not a lawyer, so if I'm offbase, I apolgize in advance.

  2. David, thanks a million for this rig. I've watched your video tutorials more than the TIVOed Hero episodes, and it's a bit intimidating, but not impossible.

     

    Any way, I noticed that in the videos the figure is posed in a straight "T" pose. If legs on the model are spread (inverted "V") and the arms lowered -- will that affect how the rig works? I'm using the rotate/translate/scale manipulators as per your instructions and adjusting them for the additional angle of the legs/arms. Just wondering if my modeling a "semi-relaxed" figure rather than the arms out at attention figure would be problematic. Or am I just over-thinking stuff...

     

    thanks.

  3. Yeah, Dhar, one Terrabyte. Back in the day 40 mb hard drive and 4Mb Ram was awesome. Times change.

     

    Anyway, been using A:M 13 universal binary on my new Intel Macintosh and it screams. Very stable. Neat version.

     

    So I've been modeling and getting back into the A:M flow of things. First off, the joints set-up tute by 3D Artz is worth every penny I paid for it. The best part about the tute is that the entire use of a mesh is concidered. It's helped me be a better modeler in A:M and (hopefully) make things nice when I rig the characters.

     

    Here's a set of 5 screen captures of the Nophia Character. Just the basic body and eye (looks too goulish w/o the peeper, y'know) for 1/2 of the figure (will cfa when I'm happy with the mesh).

     

    If anyone wants to, tear apart the mesh. I intend these characters to be animated, so critique with that in mind. If the mesh is too messed up, go ahead and tell me, I want to be a good modeler with A:M and if re-doing makes me better, so be it.

     

    The screen captures are a bit large, but that's so the details can be captured. If there's any thing else I can post (like close ups of areas) let me know, I'll have it up asap.

     

    Thanks everyone, for taking the time to look at this.

     

    m!ke

    post-1011-1161369427_thumb.jpg

    post-1011-1161369458_thumb.jpg

    post-1011-1161369486_thumb.jpg

    post-1011-1161369506_thumb.jpg

    post-1011-1161369530_thumb.jpg

  4. Cool characters.

     

    A couple of comments...

     

    On the green guy, it llooks as if he could use a few more rings around the mouth area. There's some pinching going on that could look better with more cps.

     

    On the Stop guy, maybe the shape and color will be enough to convey he's a personification of a sign. By dropping the text, you gain the ability to do eyes and maybe even make this series more "global" with no english titles?

     

    And it would help to keep some aspects of the characters simular, so they all look like they belong together.

     

    m!ke

  5. Great work Rusty! I get a real good "hard" sci-fi vibe from the ship. It's a ship that Heinlein would feel at home on. I also get a slight feeling of the battleships from Babylon 5, but your ship is it's own thing. What a beast.

     

    Looking forward to seeing how this evolves!

     

    m!ke

  6. Been way too busy, have to get a table of contents out for the book I'm writing and some school projects. But...

     

     

    I'll be getting one of them there Mac Pro towers on Monday (3Ghz, ATI 9100xt whatever card, 1Tb of HD space, yadda yadda). So I think that next weekend will be a time of a bit of work.

     

    Thanks for the comments everyone!

  7. Hi all!

     

    This thread will, hopefully, document the development of my series that I've been working on for years and years. I've been drawing these grape characters most of my life and I had a storyline that I tried on many occasions to draw/model and animate. As hard as I tried, nothing really "clicked" with me. Until two weeks ago. I was sketching a grape character and suddenly had a Breakthrough moment when I adjusted the porportions of the generic grape person and had a drawing that clicked with me. And then I had a rush of inspiration of the world that these characters live in and its history.It was as if all these ideas were just under the surface and waiting for the breakthrough character sketch to come forth.

     

    It's often said that when designing a character, the artist should know the character's history and personality. When that happens the character becomes real. That's just what happened to me with this latest incarnations of this world and its characters.

     

    Attatched to this post is a character line-up where some of the major players are shown in context with each other. I'll be developing the individual character sheets in the days to come. I'm working on concept design and the storyboards/script for the first installment and will post progress as it happens. In this thread I'll be sharing the visual development and modeling/rigging/animation of this series.

     

    I welcome any and all suggestions, comments and especially criticism. I hope that by maintaining this thread, it'll give me motivation to make consistent progress with this project.

     

    One last thing, the character Nophia does have hair. I just haven't decided on a style yet.

     

    This drawing (and other 2-D drawings/sketches) was created Manga Studio 3.0 from E-frontier ( the peeps who bring us Poser). This is a comic creation software that I've found to be not only easy to use, but works excellently for character design and concept art.

     

    thanks for reading and don't hesitate to comment,

     

    Mike

    post-1011-1159708053_thumb.jpg

  8. Name: Mike Rhodes

    Exercise Completed: Exercise 5-- Take a Walk

    Date Completed: Sept 22, 2006

    Comments: Took me a few attempts, but now I know actions, key frames and cycles much better. There's still a bit of slipping and I just can't get rid of it. Even edited channels. Added a couple of blinks and a smile (as chor action),rendered and realised that the tail has no following action. Oh well.

     

    I wanted to convey a bit of personality, think it looks good.

     

    whachu think?

     

    mike

    ex05_rhodes_walk_3.mov

  9. Great rig, David! Thank-you for all your hard work!!

     

    Just a heads-up, I was told by tech support that the "installRig.hxt" Works only for A:M 2006 (v.13), not with any earlier version. On my set-up (Mac os X 10.3.9) running A:M v12 I get the "not able to install..." error msg.

     

    So maybe the hxt file could be dropped for the v12 squetchy rig.

     

    mike

  10. Great work everyone!

     

    I'm trying to do this one, but am having problems...

     

    First: the video version of ex 5 has a sound drop-off about 5 mins into it. It sounds like the microphone fell off or something like that. If it was a Quicktime movie, I could adjust yhe sound, But I don't know to do that with a SWF. I've tried maxing out my speakers, but that isn't working. Has anyone else had this problem?

     

    The rabbit is jumping all over, I think that's my fault -- not setting keys right. I also have issues with feet/hips translation. Gonna start a new prj and see if that helps.

     

    I may only have use of one hand, but that's not going to stop me!

     

    Any suggestions or any help w/the tut's sound appreciated

     

    thx

     

    mike

  11. Hi everyone,

     

    My Name's Mike Rhodes and I am yet another "re-animator", meaning I'm back to using A:M by choice. I was using Carrara, but it seems like it's going to be forever before they get some decent character animation tools and I don't like it that it was bought and what the new owners did (and that's an entire topic by itself). 'nuff said.

     

    I have to say that Martin's comments, on another thread, not to give up on A:M struck a chord with me. I will hold Martin personally responsible for all the fun I'll be having! All the agony is obviously an user error and doesn't count :P

     

    I'll be going through TAoAM, already up to excercise 4. This book is a great way to refresh one's memory of this awesome program. The shiny new certificate will look oh-so-nice next to my Plaque I got from Trinity college for a BA in Graphic Design ; and the best part of that worthless plaque, is that my former boss paid for it. So it's worth exactly what I paid for it, iykwim -- diploma mill.

     

    I'm a cartoonist and currently enrolled in a BA program of Animation and Visual Effects at Ex'pression College for Digital Arts, just an incredibly short distance from the Pixar campus :D

     

    Good to be back!

     

    m!ke

  12. Inspirational work, Mr. Sutton!

     

    Beyond the economy of spline, you really captured a character in the modeling. Hats off to ya, buddy! There's art in dem dare CPs!

     

    And in a eerie coincidence, today Faye Wray died.

     

    Cue twilight zone music

     

    "It was beauty that killed the beast."

     

    Faye Wray's obit in CNN.Com

  13. If you'll notice the cuffs and boots on the little guy and the green guy, they are different colors.  That's because the green guy is the captain and the little guy is lower in rank.  I wanted to show rank by the color of the boots and cuffs, kind of like how star trek shows rank by different colored shirts, instead of having completely different uniforms.  I have been thinking about maybe making what's dark blue on the little guy a dark green.  That way his uniform is all white and green, and the other guy's is white and blue.

     

    Thanks for the suggestions  :D

     

    Oh, I see it now. It's like how officer rank goes in the Air Force: gold bar: luientant, silver bar: first louie, two silverbars: captian, gold maple leaf: major, silver maple leaf: lt. Colonel, silver eagle: Colonel, stars: general... and so on...

     

    Think you have a good solution to this in the way you're doing it. I would only up the contrast between the ranking colors. But that's a quibble.

     

    Now get off this forum and get to work mister :lol:

     

    I wanna see more!

  14. Great characters. I really like how different each are from the other. It'll be very interesting when you have an enviroment to drop them into. If the crew's ship is any indication, it should be fun.

     

    The expressions of the green guy are very nice, should be able to get some good acting from the character.

     

    I like the colors of the uniforms, could lend itself to some pretty neat visuals. Such as in a dark, very dark place, you could use the 'typical' eyeball white (like in comics and 2d 'toons) and add the white of the uniforms to this fx and have a totally black scene with only the whites of the eye(s) and the white of the uniform visible. This could be a good back-ground info, as the whites of the uniforms would make it easier to pick out the crew in the blackness of space if an accident happens.

     

    Too bad the acronymn (or OrangeWorld Legion) for the crew is "OL" instead of "OWL" -- that could add a bit of word-play and visuals that OL just doesn't have for moi. IMHO, having a symbol for them makes it seem a bit 'super-hero-ish." Some kind of graphic logo would serve the job better. Or if you look at military dress uniforms, the actual branches of the services distinquish themselves apart by the overall look of the whole uniform. If done right, you can have a look for the uniforms and give some visual indicators of the crew's status (rank) and job by tweaking the uniforms a titch. I feel that little things like this may not be overtly noticed by viewers, but add to a sense of 'realism' when the overall scene/series is taken as a whole. And you could take the visual look of the uniforms and extend it to the way the ships/interiors and such look. This could be really good if there's some kinda dog fight in space.

     

    Good luck with this project, I'll be looking forward to seeing how it develops.

  15. Brilliant work Parlo!

     

    I'm also exaimining the Raf face rigging thread and came up with pretty much the same conclusions as you did. Only thing I added was to make the rough mouth shapes (upper lip up-down, lower lip up-down, et al.) from Osipa's "Stop Staring" book as poses and, maybe, use nested relationships to do a Blair set of poses.

     

    One implied thing about your interpetation of the rigging is that the movement of splines keeps the volume of the mass consistent. That is, it looks like skin/muscle moving over bone.

     

    Great job there! Good acting from the model and the expressions are just spot-on for what he's saying and it gives him an individual character.

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