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

babreu

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  1. I come to this site to get away from the divisive political stuff (there's plenty of other places for that). I thought avoiding the Off Topic posts would be enough. Oh well * sigh *
  2. Hi, Everyone: I'm sorry that it's taken me a while to respond. I was sick for a few days. Anyway, thank you for your replies. I checked my option settings and the Quality setting in the Rendering tab was already set to "shaded." I did change the show backfacing property to on, but it still seemed to have the problem. But what I did find is that it seems like it happens more often when I had my view render mode set to "Shaded & Wireframe," but it doesn't go completely away. And when I click off the bone, then back on, the display is normal.
  3. Hi, Everyone: I see something odd when I'm in an action window and move a bone. It looks like the normals flip and the character is inside out. The model is okay and it seems like it's just a problem in the display. It will return to normal if I click on the screen off of the character or sometimes space bar to refresh or sometimes just rotating around it. Here is how it looks in the model window: And here is what happens sometimes in Action: Thanks for any help anybody can offer. Oh, I'm using version 13.
  4. Thank you both for the information. I had started doing the weighting first but I see that I would run into problems adding fan bones next. I'll give it a try.
  5. I'm working on rigging my first model and I was wondering if there is a general feeling about the best way to get smooth deformations. I've searched for any topics on weighted CPs versus fan bones versus smart skinning; and while I have found information on all of those, I haven't seen any discussions comparing them. I guess I'm really looking for a comparison on which would use the least resources and be the most responsive when animating and most efficient in general. I hope I'm not repeating an old topic, and if there is already a thread, please let me know. Thank you.
  6. Thank you both for the suggestions; that gives me a lot to work with for now. From what I've seen on the forums, the Squetch rig sounds like the way I should go, although, to be honest, it seems a little intimidating to me. The 2001 rig seems simpler. But since I haven't done any rigging yet (only some modelling so far), I shouldn't make that assumption. By the way, here's the character I need the tongue rig for:
  7. Hi, Everyone: I don't know if this would be a question more for the rigging forum, but I thought others must have done this before. Does anyone have any suggestions for the best way to rig a frog tongue. It needs to stretch really far and bend and twist like a rope. The character will be swung around from it. Thanks in advance for any help.
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