sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! 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
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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. Jim Talbot has some tutorials you might be interested in here. ---------- EDIT ---------- This tutorial might also be helpful.
  2. Ouch, I double-posted....well, I'll split it up then. There's a Tech Talk on hair located here (201MB...pretty big file) that might help.
  3. Very nice work, the only additional crit I have is that I would use a couple of hooks and/or route a spline from going to the lip to going under the nose to meet it's counterpart to reduce the number of splines in the top lip by a couple...I'm thinking you could get rid of two on each side. The lower lip is perfect though.
  4. Very nice start, Madeline!
  5. John, it looks like you're using Camstudio to generate the SWF and HTML...just a headsup, Camstudio puts an error on the size of your SWF in the HTML. If you put in the right dimensions it will fix the problem. When I set the width to 911 and the height to 690, it appears to be close. Also, if you record the tutorial as a Camstudio Lossless Codec encoded AVI, you can edit it using Virtualdub, save it as an edited AVI with the same Codec and then use "SWF Producer" (should be part of the package with Camstudio) to encode it as an SWF without any loss in quality. Very cool tute.
  6. What Scott said...looks like it's turning out nice, is there an entire gas station?
  7. That's very nice, Tom! Very generous too.
  8. For anyone interested, I've posted a project with a rigged (and unrigged) head in it that will be the subject of the tutorial that I'm still putting together (I know, I'm taking forever). You can find it here: http://www.hash.com/forums/index.php?showtopic=13963 I will have the tutorial done soon.
  9. Thanks for the thanks, I've improved this rig some since I made it and (hopefully) I'll have the tutorial up in a few days. I'll include a rigged head as well, that'll give you a better idea of the weighting and such. Sorry it has taken me so long...it's been hectic. For organizing your poses, select your model in the PWS, go to the "Properties", expand the "Users properties", right mouse click and select "New Property/Folder"...that'll give you a sub-folder to put things in. You can drag the poses around in the "Users properties" to suit your needs by grabbing the box with the arrows on it to the left of the pose name. Hope that helps.
  10. There is a tutorial section in AM Films that isn't populated yet...actually, I think there is one tutorial in it at the moment. I'm hoping that when I get a video tutorial done that Hash will let me post it there, I haven't asked yet though. As soon as I finish the one I'm working on I'll e-mail Hash. The Camtasia codec needed to view the tutorials is free, the program to make the tutorials isn't. There are cheaper alternatives though, Capturepad is $25 and there is still a free version of Camstudio on the net if you hunt for it.
  11. Thanks Rodney, I'm presently putting the video tutorial together...I've been pretty busy the past couple of weeks, but, I'll try to knock it out this week. I'm trying to keep it a small enough file so that it won't be too much for dialup, we'll see how successful I am.
  12. Looks good...like I had any doubt. Keep up the good work guys.
  13. Nice work so far, Pancho. The only things I would alter is I would end the splines that go into the top lip immediately to the right and left in hooks above the lip and I would use the rule of fifths to size the eyes...but, that may just be a style thing, so ignore me if it is. I usually work in OpenGL unless I need to decal something.
  14. Wow, very cool stuff so far, David. Sounds like you're chugging along nicely too. I can't wait for the finished product!
  15. Here's a simple project with a surface constraint similar to the forehead constraints in Bertram's head. In the Action in the attached project, move the "surfaceaimtarget" bone to manipulate the "constrainedbone" while keeping the "surfaceaimtarget" bone's contact with the geometry (if you don't, the "constrainedbone" will jump to it's starting point). I posted this here as an example to a question on surface constraints...and it applies to Bertram's forehead.
  16. Okay, here's the entire face including the forehead/eyebrow stuff with the same audio and Action file included again. I think I cleaned out everything that won't affect anything in this project...if anyone finds something, I'll go back and clean it out. I left in the "forehead plate" that the surface constraints are tied to (that might also get rid of any unpredictability with constraints working)...I left it set at 100% transparency like it is with the actual model. If there are any questions, I'll try to answer them.
  17. Nice guns....you've been working out, obviously. Here's mine.
  18. The cheeks in/out is only a muscle movement...I negelected to take that out, it puffs out the cheeks, sorry about that. The tongue also has muscle movement for width and thickness which I neglected to remove...I tried to be thorough, just didn't get 100%. To move the nose independently, you have to turn off the "nostril targeting". In order to manipulate the lower lip completely independent from the jaw, the "lower lip to jaw" slider needs to be set to "0" (in the "jaw" folder)...or at least lower than 100% for some independence. I made this a percentage slider so that you can gradually reduce the influence of the jaw instead of having to turn it completely off...that would cause some annoying popping and be very noticeable. If you look in the Action file, you'll see that I gradually decrease the "lower lip to jaw" slider starting at 12:23 for the last 5:07 of the face test. Occasionally I have things not work, but, I think it's because there's no geometry in the project...it's only every now and then, nothing really repeatable. I've had no problems with it when there is geometry. I'm presently using 11.0t.
  19. Not a problem, Mark, I'll try to answer any questions you have. The forehead rig happened because I ran into a problem with CP's locking up that I couldn't repeat with any regularity...I haven't had the problem since then though. I ended up putting a bone on each CP of the forehead and making poses that way. Once I checked the poses from the side, I saw that Bertram's head was caving in a little. I didn't want to go back and set keyframes and such, so, I copied Bertram's forehead, made it invisible and then constrained the forehead bones with a surface constraint to that. The benefit I got was that I didn't need to put in additional keyframes, I could just adjust the "translate to" constraints. I'll try to put something up on the forehead setup in the next couple of days, but, I think the above explanation gets most of the idea across. Not a problem, Joakim. If you need any more clarification, just let me know.
  20. Here's the second part of the web page.
  21. Okay, I bumped up against the file size limit of the forums, so, the web page is now spread over two zip files. I'll post the first one here and the second one in my next post. Unzip both of the files to the same folder and point your browser at "riggingface.html".
  22. Sorry about the quick off-hand response earlier, Mark...I was in a big hurry at the time. I don't get much feedback, so any response is greatly appreciated. I'm glad you and Joakim have found the rig useful. Like I said, I'll probably add some to the web page that I have earlier in this thread...I'm thinking that an image showing the colors for the CP weights wouldn't tell you much since some of the shades are so similar (and wouldn't give you percentages), I'll probably just make some images with the weighting listed off to the side. I've been debating showing how his forehead is rigged, but, I don't know if anyone in their right mind would do it that way. I had run into some problems with whatever version of v11 I was using at the time, and as a workaround, I used a bone for every CP with surface constraints tied to an invisible copy of Bertram's forehead. It made it pretty easy to change things around though, and I didn't have to worry about keyframing anything (other than 100% or -100% settings). Since it wasn't part of adapting the mouth rig, I exluded it...and because it might not be a sane method. In this case, it worked fine though. I'll post something late tonight/early tomorrow.
  23. Sure, I'll put something up either today or tomorrow....more likely, it'll be very late Sunday night/early Monday morning.
  24. If you zip it up is it still over 1MB? If it's still over 1MB, reduce the screen size of the image...say, from 640x480 to 320x240...or you could try a different video compression. I've had good luck with DivX for AVI file size, but Mac's have trouble viewing those (DivX), you might try MP4 compression with Quicktime or, if you stick with an AVI try Cinepak (it isn't the best looking, but I think everyone would be able to view the file).
  25. The earth seems dark in comparison to the lettering to me...maybe a rimlight? The swoosh looks sorta like an outline of earth's orbit around the sun....maybe use the sun (possibly partially behind the earth so that it's not the main focus) at the center of the orbit to give the whole logo a rimlight? Just spit-ballin'...apparently with a rimlight fixation.
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