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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. Here's my attempt (not perfect, but passable)...maybe a little late. tube_test.mdl
  2. Great stuff, Serg!
  3. I just posted an update to the standalone FACE rig here. When my schedule calms down, I'll get back to updating the entire Squetch Rig.
  4. Here is a standalone FACE rig update...a few minor things have changed and are mentioned in the instructions text. There are more fixes and updates that will probably happen when the entire rig gets updated...I need to get back to that when my schedule returns to normal. If anyone finds a problem with the files, let me know and I'll correct it as quickly as possible. ----------------------- EDIT ----------------------- This file was deleted, the next release is located here.
  5. I think it's the "Data.zip" file here. Hope that helps, Jason.
  6. Happy Birthdays!
  7. I haven't been able to do much except work and sleep for the past month...so, I'll have to use another "stay alive" post. I managed to get a little modeling done (in ten minute bursts...which isn't much), but nothing else. I think I've managed to get past some of the issues I was having with a particular model...this will be the third time I've started working on it. If I'm lucky, I may have that model to show by the end of the week. Baby steps for now.
  8. Thanks to Jason for getting the Hash Wiki back up and running! Very much appreciated.
  9. Great stuff, Gerald!
  10. Happy Birthday, Simon!
  11. Great stuff, Gerry!
  12. Happy Birthday, Kevin!
  13. Happy Birthday, Sebastian (thefreshestever)!
  14. I don't think there are any ellipsis', so that isn't an issue, Gerry. When you run the plugin, it re-parents bones according to the instructions in their names, deletes any bones with "INSTALL" in their name and hides all bones that don't have "geom" in their name. Running the InstallRig plugin multiple times shouldn't affect anything. Hope that helps.
  15. It's been an extremely busy couple of weeks, so I'll have to use another "stay alive" post. I've managed to get a small amount of modeling done...if I'm lucky, I'll have something to show sometime this week.
  16. Happy Birthday, Steffen! Thanks for all you do.
  17. Happy Birthday, Steve!
  18. Looks great, Marcos!
  19. Great stuff, Sebastian!
  20. Great solution, Robert!
  21. Great stuff, Sebastian!
  22. Here's a phone model for Bertram that I've been knocking around...only a couple of temporary decals and color on some groups for now.
  23. How about like this? It has a bone set to jittering all the time with each bone having an "orient like" constraint to that bone (with "apply before action" on) in a separate Pose. Then, you animate your character like you want, go back to the beginning of the animation and turn on the Pose to have the bones "orient like" the jitter bone. Here's a simple example (I didn't include the negative bone since it was a quick test). Hope that helps, Sebastian. random_jitter_test_11_03_2012b.prj
  24. Here's something you could try...it's more complicated than I think it needs to be, but some other things I tried gave me some errors I haven't figured out yet Hope that helps. If you put the jitter on a bone that is the parent of the one you are animating, you can still move the bone...that's the way I'd do it. random_jitter_test_11_03_2012.prj
  25. I posted a flour sack test that looks sorta stop-motion here...it's just having the interpolation set to "hold" for everything. As for an Expression...something like this might be a decent starting point:
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