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. I'll have to do more testing, but here is a composite of two of the images I rendered. The first image had no SSS and a displacement material, the second was identical except it had SSS. SSS requires a lot more displacement than I had time to mess with tonight, I had it set at 30 percent and didn't see anything...so, for tonight, I just combined the two images. So, there is a little SSS and some displacement. It's hard to see in a browser, you will get a better view in a paint program so that you can zoom in close. Of course, to do a decent job of it would require some color maps and I would prefer to use a bump material or map.
  2. There is a Blender tutorial that I thought could be duplicated in A:M here...the issue I ran into was that currently bump maps and materials don't work with SSS (it has been reported). Displacement maps and materials work with SSS, but the render times would be higher and, depending on percentages, could noticeably bloat the character. Although for testing purposes, a similar material to the one in the tutorial with a 1 percent displacement should give you a good idea...or you could go the compositing route. I'll try to render an example tomorrow.
  3. Incredible, as usual, Rodger!
  4. I just posted an updated Squetch Rig, Squetch Rig Installation Tutorials and Squetchy Sam here...it's also in my signature. If you have any problems or questions, let me know.
  5. Here is an updated Squetch Rig, Squetch Rig Installation Tutorial and Squetchy Sam. If you find an issue, let me know. Squetch_Rig_08_09_2021.zip Squetch Rig_Installation_Tutorial_Part_1_08092021.zip Squetch_Rig_Installation_Tutorial_Part_2_08092021.zip Squetch_Rig_Installation_Tutorial_Part_3_08092021.zip
  6. Hi! Feel free to ask any questions you may have.
  7. Looks great, Rodger! The only issue I saw was probably the video compression causing artifacts in the reflections on the trailers.
  8. It's an old version of Squetchy Sam (2008) that has been altered. The Project won't open for me because I don't think the model was included in it.
  9. Looks like fun, Rodney!
  10. Stellar work, as usual, Rodger!
  11. The new decal exporting solves the problem of making decals larger than your screen resolution. If you made an extremely large decal and then had to screen capture it, it would not be very accurate.
  12. Happy Birthday, John!
  13. If you select a point on the splines causing the issue, you can change the InMagnitude or OutMagnitude of the Bias...or rotate the bias handle to change the angle.
  14. Looks fantastic, Rodger!
  15. Time has gotten away from me...I've got several things in-progress, so I will eventually have a pretty good dump of updates. The Squetch Rig update is finished, but I want to make the updated installation tutorial before I post it, Bertram has been rigged for quite a while, now I'm working on his texturing...which will probably result in a flattening, decaling and texturing set of tutorials or mini tutorials. Sam's updates are done, but I decided to leave him with group colors instead of full-blown texturing. I've also rounded a few script ideas out...hopefully, I'll get some animation done eventually. Yup, I'm as slow as a glacier.
  16. Better and better, Michael!
  17. Looks great, Ken!
  18. Looks good, Vance!
  19. I got a chuckle out of the barcode...nice touch.
  20. Great stuff, Michael!
  21. I guess if you want two identical models to be weighted differently except for places where more than one bone is needed...I've never had that happen, but that doesn't mean it can't happen. Maybe some pieces of a mechanical device?
  22. I've never used the plugin with that unchecked. Some tests suggest to me that if you uncheck that box, only the CP's with weighting percentages will be affected on the target model. Anything weighted 100 percent to one bone wouldn't be changed in that case. If you check the box, all of the CP's will be assigned even if the are weighted to only one bone. At least that's what I'm getting. Hope that helps, Robert.
  23. Looks great, Michael!
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