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Hash, Inc. - Animation:Master

age234

*A:M User*
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Posts posted by age234

  1. I've finally had some more spare time to work on this. I've copy/flip/attached everything (mostly manually; the automatic command often flips along the wrong axis :( ) and have worked on the lower body. All that remains is the socks and shoes, and some details of the jacket such as buttons and the pockets, and probably more wrinkle detail on the jacket sleeves.

     

    As an aside, having done more organic modeling with polys and NURBS than with AM patches, I'm really starting to appreciate the methods AM uses in this area. It's incredible modeling the leg, tail, and abdomen separately and then being able to elegantly attach them together the way AM does. I'm really having a fun time with this. :)

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  2. All right, I've started to work on the jacket and arms.

     

    I watched an episode to get reference for the body, and I noticed something. The character has a habit of putting his hands in his jacket pockets all the time, and doing gestures from inside the pockets, moving the jacket around. This is getting a little ahead of myself since it deals with rigging, but would be the best way to pull that off? I don't really want to get into cloth simulation if I don't have to, is it possible to rig something like that?

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  3. I've worked on the spline layout some more. I've tried to move the 5-point patches away from high-deformation areas, and I've also removed some unnecessary splines with hooks (now that I've figured them out).

     

    Is it a good layout for rigging and facial deformation, or where could I improve it?

     

    [edit] Also, reading through some of the earlier posts, I don't want to misrepresent myself - this isn't my first-ever character model. I've done a fair amount of character modeling in other software for school with polys and NURBS. But this is my first real attempt at character modeling in AM (my personal software of choice).

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  4. Nice splinage on that but the non-wire frame mode render needs to be a little lighter so we can see it better... Or did you render on a Mac?

    Yes, this Macbook's screen is extremely bright (I really should get a CRT to test these things on). I'll rerender it brighter after I fix the spline layout.

     

    Thanks again everyone.

  5. Thanks for the kind words and suggestions, everyone! :)

     

    When you say hooks don't work, do you mean they just don't function? If that's the case, open a simple primitive from the library and practice. If necessary, hunt down the old tutes on this forum.

    Thanks for the tips. The trouble I'm having is that I try to add a hook, but it adds a CP to the spline instead. I did manage to get one to work on the side of the head by the bottom gill-type thing, but I haven't been able to repeat it. Does it only work when joining two separate pieces of geometry, as opposed to ending a ring of CPs on an existing surface?

  6. I've been working on this in bits of spare time I manage to carve out now and then - 10 minutes here and there, basically. It's Robbie Sinclair from the TV show "Dinosaurs" (I couldn't come up with any original ideas that were interesting enough). I plan on modeling the whole thing, texturing, rigging, and eventually animating as well.

     

    This is the first character model I've really committed to in A:M, since I don't really consider myself a modeler, but I want to get better.

     

    I know I have to work on the CP layout, parallel rows are getting pretty dense in some areas. I've had some problems with hooks (they never seem to want to work, is there a trick to making hooks?) It also needs smoothing out on the snout and side of the head.

     

    I'd love some constructive suggestions and anything that will help me make it better.

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  7. Tahnks for the pointers, everyone.

     

    I can't say I've ever seen anyone really do the UP. But thanks for the tip.

     

    Yeah, the hands do need a little work. And I agree, the scream and ending is floaty. Good idea about the bug eyes and all.

     

    The slide show was done in Final Cut Express, then projected as a light rotoscope.

     

    I'll post again when I get those changes made.

  8. I'm actually working on it to put on my demo reel. I'm a student at Full Sail and the final projects/demo reel class is coming up.

     

    As an aside, I have to say that I like using A:M quite a bit more than Maya. Sure, the modeling tools are nice and the renderer is great, but A:M is a lot nicer of an experience. The non-linear way it works--like the separate ACT files. And to me, modeling, rigging, and scene setup in the same window doesn't make sense. So kudos to the Hash team for being ahead of the curve.

  9. I was just wondering if I could get some constructive criticism on something I'm working on.

     

    The link is here (2.5MB)

     

    Oh, and if you're from any of the States mentioned and have a better idea for pictures to go on the projector, let me know that, too. I'm going for a sort of inside joke/stereotype thing. For example, for Michigan there's a hand, because we Michiganians will quite often point to a place on the right hand when asked where we're from (unless one is a Yooper).

     

    So, yeah. Looking forward to comments.

  10. In the research I've done, I've seen them have a trough with water in it, which the bowls rotate through and keep the bowls wet. I've also seen just a bowl of water sitting on a nearby table.

     

    I think I'm going to make a cylindrical enclosure around the glass, the bottom half would keep the water in it. The top part would open and close like a piano keyboard cover thing, also setting the glass off from the background.

  11. It's a shame Anzovin never finished The Animator's Apprentice. It's a shame too that they took the trailers, which were amazing, offline. Does anyone have the trailers (preferably large) laying around on their hard drives, and would be willing to send them to me?

     

    tylerdykstra A@T mac D.O.T com (up to 30MB)

  12. I'm not trying to be a pain, I'm just trying to see how possible any of these things are to do. I know that to do this they'd have to increase the price, but that's where my idea of specialty apps (as someone said, even if they're made by someone else) comes in. That way, the price'd be normal for the 90% of the people who won't use these things, and higher for the people who would. To be able to do fully realistic liquids is worth a big price hike to me.

     

    But here's something that probably wouldn't be hard to implement: the ability to render just part of the frame. I like to make little Myst-style games in my free time. Say I have something moving in the background of one of my screens. Right now, I have to render the whole frame, then crop it in a video editor. And all the time spent on rendering the whole scene is wasted, because I throw it all away. How about being able to render just a portion of the scene? Yeah, I guess I could do that by meticulously positioning another camera, but then I'm spending tons of time on that.

     

    Again, I'm not trying to be a pain, I'm just discussing.

  13. Awhile back, people were asking what A:M could have that would make it Pro. Well, last night I thought of a few additional things, some of which might be in the works:

     

    • Control Hairs - rather than have ALL hairs react to dynamics, a user could set up a second set of hair settings that would apply to the less-dense control hairs. The dynamics of the control hairs would be proportionally applied to the regular hairs (kind of like CP weights). This would probably speed up hair, because only the control hairs would be visible until render time. Maybe the control hairs could have CPs on them too, for absolute control.

     

    • More Particle Interaction - I'd like to see particles be able to do things like stick to hair (remember when Sully falls in the snow in the Himalayas in Monsters Inc?).

     

    • Liquids - This is probably the biggest thing I'd like to see added to A:M. Pouring and sloshing liquid would be so useful, and it's pretty much the only animation thing that A:M doesn't have a solution for. I want to be able to have a character splash around in water or pour himself a glass of milk to drink.

     

    I'd even go for some of these, like the liquids, be supermassive "plugins" or sub-apps of A:M that cost $50 or so. That way, the needs of the regular user is met by regular A:M, but if you have bigger needs in a certain area, you can get one of these extension apps. That would be really cool.

  14. I picked up OS X Beta 1 (great work, Randy!), so now I can render.

     

    I've started on the textures for the face and added eyes. I'm trying to decide what age he should be. I think an old man with a knotty old cane would be cool. And I also need a name. Any ideas?

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  15. By 9.2.2, I assume you mean you can boot your Mac into the actual OS9, not just Classic, right?

     

    I have Panther, so I can't boot into OS9. I can only run it from Classic (emulated in OSX).

     

    I can't render in the newest OSX beta, either, so I am really just sitting here with no way to render anything. Quick rendering has never worked for me in Classic, so I can't even do that. All I can do is Shaded mode, so I can't see anything map-based except for color maps.

  16. I am running 10.5q in Panther via Classic, and my scene will not render. The render quickly gets to 21% and A:M quits with no error message.

     

    I am rendering a simple head model in the default choreography. The head has color, bump, spec size, and spec intensity maps on it.

     

    Any clue as to what's going on, or what I can do about it?

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