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'm not familiar with Jack L. Chalker...but a search turned up "Well World" as a possibility. I was more of an Asimov/Zelazny/Heinlein/Donaldson/Niven/Herbert reader in my youth.
  2. Looks great so far, Jost!
  3. Wellsir, I think I misunderstood the chart...that'll teach me to assume I know what I'm looking at. It appears to have been the "coefficient of restitution" (speed up / speed down) and not the height of the bounce that it compares. Yeah, I'm feeling bone-headed at the moment. First, I did a very rough check of two ping-pong ball bounce videos on Youtube. I approximated as about a 72% bounce using the second drop. Then, gave me a rough estimate of 83%. I thought about just averaging those two numbers and make it 77.5%, but the angle of the camera and the interlacing of the video both made some of my figuring suspect. I looked around a little more and found this page which states: So, 23/30...which would be 76% of the drop height for the ping-pong ball. This page has also has the bounce heights for a golf ball (73.6%) and tennis ball (50.6%). I'll do a little more research tomorrow and correct all of the ball bounces. Thanks for catching that, Robert!
  4. He may be...I'm pretty sure he actually bounces a baseball on that page (unless I'm not remembering correctly), but he didn't actually show the others. There is bound to be some more examples on Youtube...I'll take a look late tonight.
  5. Very cool. I thought I might have gone a little much on the squetch of the tennis ball. I had my doubts as well. However, since I've never actually tested it I figured whoever put together that chart I used would know better than me. It wouldn't be the first surprising thing for me to find out. I'll have to double-check that info...it also wouldn't be the first error I've found in reference material if it turns out to be incorrect.
  6. Okay, I managed to get back to this...balls with different levels of bounciness. I'll put together the one for the ball that takes more contact frames next. Included in the ZIP are the models used, Choreographies, renders (24 frames per second) and notes. I didn't get a chance to render a final render, but if I made mistakes that need correcting, I'll add it for the update. bouncing_ball_exercises_03_with_notes.zip
  7. How do I put this...INCREDIBLE! Great stuff, Mark!
  8. LOL! Looks great!
  9. I'm the same way, Paul. I try to avoid five point and three point patches along with hooks whenever possible. I tried a few different ways to get rid of both the three point patch and the hook, but I haven't come up with anything that worked better in this situation yet. I figured since the shoulder blade is pretty flat, any issues could be minimized with a little tweaking...it seems to be holding up, but it may change if I can come up with a better solution.
  10. Here's the wireframe with some closer shots of the torso...I ran out of time last night.
  11. I did a bunch of tweaking and spline re-routing on the generic character (lengthened the torso, made the head and neck a little smaller, re-routed splines for better shoulders, chest and back)...I think he's a little better. I still have some tweaks I'm thinking about on the face.
  12. I vote for the logo on the mountain.
  13. Looks great, Matt!
  14. HAPPY BIRTHDAY, RODNEY!
  15. You could watch Marcos' tutorials...there are three of them showing how to model a car. Hope that helps.
  16. My free time has been nearly zero for the past couple of weeks, but next week will start to get better. I've done some tweaking to the generic man and done some work on the next ball bounce stuff, but not enough to post yet. So, one more "stay alive" post for now.
  17. Colin Freeman's tutorials Matthew Krick's tutorials Malo's "Modeling A Character By Extrusion" Will Sutton's YouTube channel Hope those help.
  18. Happy Birthday!!
  19. Where's the fun in that? I think it's a lot more fun if the villain is the person that you don't expect...like history isn't accurate. Like "Little Bo Peep" enslaving her sheep...kinda changes the story a little, those sheep were trying to get away.
  20. Looks great, Marc!
  21. They were using the 2002 version of A:M in the Character Design tutorial...v10, I think. The video is 400x286 (Quicktime RLE compression) for the computer screen capture and 320x240 (Sorenson compression) for live camera capture. The Character Design tutorial is mostly live hand-drawn images recorded by an overhead camera, but there is a short section on preparing the rotoscopes in Photoshop and A:M. Hope that helps.
  22. I just make a copy of the eye and position both eyes in the model accordingly, then I use the setup in the Squetch Rig for the rigging. In the tutorial I showed how to make the dilation muscle Pose, which is already in the Squetch Rig as an empty Pose. Squetchy Sam (current version in this post) has this kind of eye and is rigged with the Squetch Rig. Hope that helps.
  23. I have the one for character design...I learned a few things from it. I can't comment on the others though.
  24. Looks great, Steve!
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