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Hash, Inc. - Animation:Master

thefreshestever

Film
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Everything posted by thefreshestever

  1. this is looking really good so far... but 70% occlusion sampling??? are you sure you need it to be that high?
  2. good job... i like the first render better.
  3. bravo... i love the lighting and almost everything else... great job! for future projects you should consider rendering depth maps and adding DOF in post, a:m´s built in DOF needs way too much passes to get smooth or even smooth-ish... a smooth DOF blur would make your stop motion look even more believable. i guess i said something similar before in a comment about your previous project, but that was really the only thing that bothered my eye, so i had to say it again
  4. you´re right, you suck at this i did a quick fix, i don´t have the time to redo them completely right now... it´s mostly about the spacing, sizes and arrangement. you don´t need a 12pt font size on a post card, this will look like page of a childrens book. i reduced it to 10 pt, that´s still too big though IMO... don´t use so much colors for headlines and stuff, that kind of stuff starts to look cheap very quickly. also try to leave much more space between elements, and more space to the edges, it doesn´t need to look squeezed in if you have that little information on it. v18_buss_card_bk_V2.psd v18_buss_card_V2.psd v18_Postcard_Back.psd v18_Postcard_Front.psd
  5. that´s not what a:m is for, if you want a software that any school kid can master, you should download iTeddy or something like that. any app that gives you the freedom of creativity will require some effort from your side, and a:m is one of the most easy to learn 3D packages. there are plenty of tutorials out there that will show you how to model, texture and rig a character.
  6. i hate to say this, but i liked the old one much better, since he was more cartoony and somehow funnier in my opinion.
  7. it´s that time of the year, on wednesday starts the prolight & sound exhibition in frankfurt and i made an animation with the cameo mascot. this year it was extra fun for me since the theme was led-bars, and i had the idea of using an led-bar as a light saber. i rendered 4 passes, one for the color with shadows, ao, reflections and everything, one for the shadow, one for the depth map and one for the alpha channel. the bridge was made in c4d, exported as an obj and loaded in after effects into element 3D and repeated endlessly, the actual 3D object is just a short segment. this saved a lot of render time and animation time, since i could animate the character in a:m in place and the AO didn´t have to calculate that long. everything else, background, laser beams, explosions, steam was made in after effects. i hope you´ll like it: XEaM8jfykMI
  8. since he obviously has a working internet connection it´s very likely that if he´d want to be here, he´d be here
  9. A+ for your interpretation, gerald right on the spot.
  10. in davids "itsjustme" signature there´s always a link to the latest version. i clicked on it for you latest i don´t think the rig itself cares if 32 or 64bit... maybe the installrig plugin, which you´ll need to run does, but as far as i know it´s preinstalled and working in both versions.
  11. thanks. john, the characters are all rigged with the squetch-rig, it has some neat bend features for the arms and legs.
  12. in my experience this may take a while, usually a couple of days.
  13. here´s a thread on the mac-issue, this will clear things up for you i guess... mac / mavericks issue since v18 the open/save dialogue can be cancelled with cmd-Q, before you had to hide a:m and then go back to it, to make the dialogue box active again. sometimes you have to try to get the dialogue box working several times, before it actually does. this is quite annoying, but apparently there is no easy fix for that. i think the reason might be stated in the thread above. a:m always worked full screen and hid the dock, that´s just something you´ll have to get used to. but the dock is still available, just move your mouse to the very bottom (or right, or left, depending on where your dock is), and it´ll show up
  14. that´s very cool! i often had the same problem rodney has, feeling the need to adjust some geometry and bones after i´ve rigged a character. sometimes you just notice this stuff during the actual animation process when your character is completely rigged and weighted, and you don´t want to go back to your installation version and redo all the finetuning again. (i know the correct way would be to do all the finetuning before actually exporting the model, but some things always tend to slip my mind ). i mostly ended up adjusting the gemoetry bones, the control bones and any other bone involved in the ready rigged model, and this can easily end up in a nightmare before everything works as expected again, if you have no clue what you´re doing. that´s what i miss the most in a:m´s rigging process, the ability to adjust proportions and bone placements in the ready rigged model without having to adjust a bunch of bones, eventually reset relationships and so on. in some other apps you have the ability to switch to adjust-mode, where you only have to move some simple controllers to adjust the proportions of your rig, and all the related bones and setups automatically adjust to that... so here´s my thought: it would be cool to have some controller-nulls in a hidden folder which you could unhide, adjust, hit an update button of some sort, and all the bones and those related to them move in the correct newly defined place. no going back to the installation version, no need to re-export... this would also be great for making differently proportioned versions of one character (for instance for populating a scene background or something like that) without having to re-rig and re-weight...
  15. nice. but i wouldn´t base my rigging on those drawings, he always drew the hips too low, this would look very funny if you´d try a 90° thigh bend...
  16. already saw this on facebook... great model!
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