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. Looks great, Robert!
  2. You could use bones.
  3. 70% has given me great results with purely AO renders, but it could probably be reduced...I haven't experimented with turning it down for this scene yet.
  4. I'm doing some borrowing of methods used by Rodger Reynolds, Stian and Yves...in combination. There are three kliegs that make up the sun, the yellowish shadow casting sun, a blue non-shadowcasting sun and a negative blue shadowcasting sun. The yellowish sun is positioned 140,000 inches (about 2.2 miles) above the ground and the other two sun kliegs are set to "translate to" and "orient like" it. Then, the Choreography has the "Global Ambiance Type" set to "Global Color" set to the same blue color and the AO is set to "70% Occlusion Sampling" in the render settings. I've added captures of the settings at the end of this post. I still haven't added bounce lights, so it's lacking that for now. To possibly decrease render time, you could try a blue skylight rig to replace AO. Hope that helps, Steve.
  5. It's been a few weeks, so I posted what little I have to show on the smoking area here: http://www.hash.com/forums/index.php?showtopic=38232&p=399990
  6. I started messing with the lighting for the smoking area...not much to look at yet, but it will hopefully get better.
  7. His blog is one of the many in my newsreader: http://www.tomrichmond.com/blog/ Love his work.
  8. I use a modified "T" pose like Robert suggested. The arms are raised as high as they can go without raising the shoulders. For me, it makes weighting the shoulders easier. Just my preference.
  9. I'm guessing that you could get less jittering using some tweaking of frames...manually slowing frames down (go from 24 fps to 1 fps gradually). I haven't tried it, but it makes sense in my head.
  10. Life has gotten in the way quite a bit, but some of the delay is me. I'm going to make an effort to speed this up...I should have been done a long time ago.
  11. It's not central to the story, but the dishwasher will be opened. The intent is to have the break room contrast the smoking area (which I'm going to dirty up quite a bit).
  12. I added a dishwasher to the break room here: http://www.hash.com/forums/index.php?showtopic=39819&p=399758
  13. I added a dishwasher to the break room.
  14. Sounds great and is a fantastic start! Good luck, guys!
  15. I like the top one better than the bottom...so I'll guess the top one is AO.
  16. It should just be a matter of importing the model into the new installation rig, opening the Action you have been working on and continue from where you left off.
  17. I import the model into the installation rig, Jeff. I'm not sure if that will cure the problem, but that is the way I do it. I don't remember ever having that happen. Hope that helps.
  18. You don't have to start over. You could finish your installation and just make those two corrections if needed afterward or you could save the Action you are working in and just import the original model into the new installation and then open the Action you saved and continue from there.
  19. I'm not sure about v11.1 (that's what it says you're using above your avatar), but some codecs have caused problems recently...have you tried rendering the AVI as "Full Frames (uncompressed)"?
  20. I posted an update to the Squetch Rig here: http://www.hash.com/forums/index.php?showtopic=27815&p=399460 If you run into the issues mentioned and need help fixing them, let me know, Jeff.
  21. I posted an update to the Squetch Rig here: http://www.hash.com/forums/index.php?showtopic=27815&p=399460
  22. Here is an update to the Squetch Rig. Fixed a problem with the "jowl_left_translate_INSTALL" position (it was occasional, caused by a circularity...updated the symetrical bone Expressions), fixed a problem with the "right_shoulder_trapezius_base" positioning caused by the scaling of the arm squetch controls in Step 7, added the "Eyelids_left_rotate_INSTALL" to the symetrical portion of the installation and did some general cleanup. Anyone using the previous installation that has an incorrectly positioned "jowl_left_geom" origin can safely change the origin to mirror the right side in Bones Mode (just type in the XYZ instead of manually moving) and can also reposition an incorrectly positioned "right_shoulder_trapezius_geom" and "right_shoulder_trapezious_base" to match the left side in Bones Mode (also typing in the XYZ instead of manually moving). Squetchy Sam hasn't changed, he's just renamed to reduce confusion...keeping the dates of the files the same. If anyone finds a problem, let me know and I'll fix it as fast as I can. ------------------------------------------------------- EDIT ------------------------------------------------------- These files have been deleted. The next update is at: https://www.hash.com/forums/index.php?showtopic=27815&p=404713
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