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. He looks great, Rodney!
  2. Great test, John!
  3. Great stuff, Gerry!
  4. Very cool, Josh!
  5. The previous method used Poses that weren't consistent on which direction up/down/etc were (the XY rotations could also get strange depending on what order you went in). I could have worked out a better setup on those, but it just seemed more intuitive to manually drag a target and place it where the base knuckle and end of each finger are located...the individual finger bones still use poses. I also isolated the hiding and unhiding of each finger so that it was less confusing and focus on only the right side, since it's unnecessary to see the left side unless you're double-checking that everything is the same (this rig assumes a CFA'd character). The positioning of the thumb also positions the base of the carpals, so there is some rotating and scaling as well as the translating and that is also true of the index finger first knuckle...that positions some of the Hand Gizmo and roughs in the other finger bases. It makes it a little less "dummy-proof", but if I have the tutorial finished it shouldn't be a problem...I'm thinking. Here's an example of a rough positioning of the thumb, index and middle fingers (I was in a hurry)...I was hoping to make it a quick clip, but I made it about ten minutes long, sorry for the length (and slop). finger_placement_example_12_17_2010.mov
  6. I'm still working through the installation rig update and tutorial. I've posted a temporary rig update here for the time being. In it, there are some fixes to the mouth, neck, hiding Poses and a change in the method of installing the fingers and multiple toes.
  7. I decided to post a temporary biped rig update as a stop-gap until I can get the next final version, updated Squetchy Sam and installation tutorial finished. This version fixes a few things that were messed up in the previous version and has a different installation method for the fingers and toes. I'm still hard at work getting everything together, so, if anything is cryptic, an explanation will be provided as soon as I can get it finished. -------------------------------- EDIT -------------------------------- The next installation version is in this post, this one has been deleted.
  8. LOL Im going to guess chrome even though its a little yellowish, probably from reflecting the yellow off the scare crow. After installing it I did the tutorial again, still didnt work. Interesting enough the book said to go to ADD GROUP then click attached, yet they dont talk about what attached is, where it came from, how to create it, or even what or why its there. Kinda missed a step in the step by step instructions and the pages are in sequential order so not like a page fell out or something. The Tinwoodsman has a gold chest and green body parts on the v15 disc...I'm thinking you have the v14 disc (which can run v13 as well).
  9. I sent you an e-mail, Sebastian...I think the address is current. If you have my e-mail address, you can shoot the model at me if you'd like.
  10. Its the Tinwoodsmen of OZ on the CD There are two CD's with Tinwoodsman and Scarecrow on them. If Tinwoodsman's chest is chrome, that has v13l on it and can run v13t (as well as 14c, if I'm remembering correctly). If Tinwoodsman has a gold chest, the disc can run v15 and the v16 beta.
  11. Impressive, Paul!
  12. Great stuff, Robert!
  13. Great character, Nancy!
  14. Do you have "Mirror mode" on? If so, turn it off.
  15. He looks like the Animation Mentor mascot. Hopefully, you won't get one of those "cease and desist" type of notifications from them...they are very protective of their characters. On the modeling, I would make sure that there are three spline rings for the elbows and knees...it looks like there is only one for each at the moment. Great start!
  16. Very cool, John! The only glaring issue I saw was the stretched decal under the nose...probably unavoidable, but correctable.
  17. Looks great so far, Lazlo!
  18. Another update on what I'm doing...don't want it to look like nothing is happening. I've been tweaking the biped installation rigs and add-ons to (hopefully) make things easier to position...mostly fingers and toes.
  19. Great job, Kamome!
  20. Try this, Jason. The number decals weren't included, so I just went with 36 degrees for each. I went with a combination of Expression and keyframes...although I'm sure it could have been done with just Expressions. Hope that helps. Gear_dial_12_update.zip
  21. I've seen this problem, but I thought it was just a problem when doing a "Quick Render"...I'll have to check when I get a chance.
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