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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. Great job, Matt!
  2. Good point, Sebastian. I'll second that...an e-book or video tutorials would work fine for me as well.
  3. Very cool, Ken!
  4. Great stuff, Serg!
  5. I'm going to say it's a .
  6. I think the book would be a "must have". I'll definitely pick up a copy.
  7. LOL! Great stuff, John!
  8. I'm trying to get back to it, Steve. December is my busiest month...I'm just starting to get some time again. I've also got some rig updates working and intend to get the installation tutorials done.
  9. Unfortunately, I'm forced to post another "stay alive" post. I'm presently working on some hand rig improvements...lots of testing. They are getting better, but not where I want them to be yet. Once that is worked out, I'll see about adding a little to the face rig.
  10. Happy Birthday, Mike!
  11. Great stuff, Stian!
  12. Happy Birthday!
  13. Happy Birthday, Gene!
  14. Very cool, Sebastian!
  15. Great test, Sebastian!
  16. Happy Birthday!
  17. Great stuff, Josh!
  18. Looks great so far, Sebastian!
  19. No I just tried rendering a sequence, and found that out. It would be nice to be able to render just area of the camera view to a movie or sequence. Thanks for the help! You can render elements separately and then composite them together...I'm not sure exactly what you're trying to do.
  20. I'm not sure what you did to get the highlighted items...I don't remember seeing those before . Normally, if you translated the bone, you would get something like "Transform.Translate.X". As far as the bone resizing...there is also a mention of "Bone Position.Length" in there. Deleting the highlighted stuff should clear it up. Hope that helps.
  21. He looks great, Rodney!
  22. Great test, John!
  23. Great stuff, Gerry!
  24. Very cool, Josh!
  25. 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
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