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

noober

*A:M User*
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    Houston, Texas

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  • Hardware Platform
    Windows
  • System Description
    Intel Core 2 Duo E6750 on water cooled. 2Gb Crucial BalistiX DDR2 Ninvidia GeForce 7800GT pci-x. 360 GB total on two SATA drives. Asus motherboard. Antec 650w pwr supply. And I'm running Windows Vista Ultimate.

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  1. That really sux. I may end up using some type of animated decal. Thanks anyway. Perhaps this is something Hash should look into. Being able to key frame a decals position would really come in handy.
  2. I need to animate the edit for a decal. I have tried all of the ways i could think of. Show drivers in the Chor, Key framing the position of the decal, Even tried to use a avi of basicly what i needed but got no where. After i loaded the avi it wouldn't even show up. Even tried "animating" a projection material. If someone could show me how to move a decal from point a to pint b in a chor on a model it would be a huge help.
  3. The walk looks good but I have a suggestion. The key frame when he lands should be peaked in the curve editor. It needs to "land" more than its doing. The rest of it looks great though. Hope that helps.
  4. Thanks for the eye image.
  5. Looking realy good man... The decal on the eyeball is awesome. Think i could get the eye decal from you? If not no big deal.
  6. I did use cloth. and it does flatten some. But there are ways around that. Imagine looking through the center of the rope. If you connect the inside some, it will prevent it to an extent. Remember, there are always many solutions to a problem. If they get the job done, it doesn't matter what route you take.
  7. I did this quick so pardon the lack of quality. But I think this may help some. Built calculated and a fast render, 10 min. I included the mdl and chor so you can see what i did. Hope this helps. Shane edit: added little more to the clip rope_test.zip rope_test.mov
  8. None that i know of that use Simcloth. Its not that hard. Here is a cloth Mat and deflector mat. Play with the stretch and dampers in the cloth mat. There not perfect but they are good starts. Now just set the collision tolerance in the chor to .1 and you should be simulating in no time. If ya need any help just ask, Shane cloth_and_deflector.zip
  9. Perhaps you could make the tube a cloth mat. It would have great life to it, and you can control the stiffness.
  10. Just wondering on this one. Should he sleep in his armor? If so, should he be under covers?
  11. Don't forget to look through safe frame. Your star sky is not going all the way up. Besides that i really like what you got here.
  12. I'm just wondering why this discussion has been allowed to go on for this long in the WIP section... I posted a question about a competitor product a while back and was deleted. Am I to understand that this conversation is more acceptable than a valid question? Or is it because this post was started by a "hash fellow"?
  13. I read it. Set your gamma to 2.2. Its the ntsc standard.
  14. Nice result. Though a higher multipass may get rid of some of the roughness to the shine.
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