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Hash, Inc. - Animation:Master

thefreshestever

Film
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Everything posted by thefreshestever

  1. this is really strange... i figured out how to make my smooth rounded bevels so far, but when i move/flip/rotate or whatever my model the bias-handles go nuts! screenshot attached, the right model is before rotating, the left one after.... i´m going crazy readjusting the gammas all the time!!! has anyone an idea what´s going on?
  2. i wouldn´t go for decals or material for the pupil since you want to animate the character and you want to be able to move the pupils separately. as far as i can see he has no iris, so there´s no need for a decal or material. just model a black "kind of sphere" (looks more like an oval shape) and position it at the right place of the eye that he looks straight forward... then add bones to the pupils that have their pivot at the middle of the eye-sphere and the tip on the pupil. then anywhere you turn the eyes they will be sliding on the surface of the giant eyeball... that´s how i would do that.
  3. if you want him to look like the one you attached i would definately go for one sphere, with two movable pupils with bones centered at the middle of the big sphere...
  4. thanks... i´m going to put them on you-tube, but till then feel free to download them from the forum...
  5. i already tried that, but it only makes it a little better... i´m just asking myself if there´s a technique how to do that without adjusting cps and bias handles for hours...
  6. hi @ all, i´m modeling a kitchen for my next project, and i´m not that experienced with mechanical modeling. i´m starting with the fridge and i´ve already got a problem: it´s a retro-fridge with a rounded front, and i really have serious problems getting this thing smooth... screenshots attached, how would you do the splineage?
  7. ... just draw a spline from one cp to another....
  8. where´s the problem? the spline-count of both parts of the model seem to match, so just connect them...
  9. it´s all in the TAOAM, i recommend you first do all the exercises, this will answer a lot of your questions... try to avoid hooks as much as you can and don´t use the on animated areas like joints.... i don´t know what the original shortcut is to meke them, i defined my shortcuts by myself, so i use the "+" button... but again, it´s very well explained in the TAOAM.
  10. it was a wingflap of a butterfly somewhere in australia that made it slip... no seriously, i have to think about that...apropos flap, i could let a bee or a fly land on it and puts it off balance...
  11. thanks... you´re propably right about the watch, i did think about that too, but it´s such a funny element (hey, and i´m really glad you recognized it ) i have to think about what kind of other typical kids-watch he could wear, i don´t wanna loose this neat gag... your also right about the hands, i have to take care of that (and thousand other things...) in the next episodes...
  12. hi again! here´s the next episode of rubberguy... hope you´ll like it! rodney: i´m the impatience in person, so i HAVE to post it right now, so i can move on to other stuff.... but don´t worry, the release of the next one will take a couple of weeks i guess, i´m going to start a few other projects first... lesson03_ready_low.mov
  13. puh, i have to say that´s a very good idea, that didn´t come to my mind.... bravo!!!! maybe i´ll use it in one of the next episodes, i don´t know how to make it yet but i think i´ll give it a shot.... maybe just create a percentage muscle pose, i have to ckeck out if his splineage is dense enough to create some believable muscles.... can´t wait to try it... thanks!!!!!
  14. thanks to all for compliments´n crits, i´m almost sure i can show you the third one this evening... just a bit of cutting to go...
  15. here´s a pic with a hint to the showmorethandriversbutton... you can delete a relationship by finding in the relationships-folder of your model in the pws... just right-click and delete... maybe you have to refresh in the chor by hitting the space bar... don´t loose your nerves again
  16. hmm... i stepped through it frame by frame and my question would be why does the ball stretch before it hit´s the ground? when it hits the ground it squashes, then stretches when it leaves the ground and then goes back to normal position, that´s right so far, but before? maybe i´m wrong and this is a common technique i don´t know about, but it seems wrong for me... i agree with the others that it should bounce one or two more times at the end....
  17. i forgot to say: he´s male (no boobs, man.... ) also his name is rubberguy, not rubbergirl and yes, i´m going to post it on youtube...
  18. thanks ken... you´re right about the bevel-thing, i guess sometimes i´m just a bit lazy when it comes to details, i´m going to redo that... and yeah, the elbows are snappig, i-k arms is turned on, i´ll try to fix the snapping, kinda difficult sometimes, any advice? and thanks for the overlap-tip on the fingers, i didn´t know that, i´m a animation-newbie, just reading some books about that kind of stuff at the moment... i´ll try something out with the brows, but i won´t render the existing episodes (and episode 3 is half way rendered too) again because of that (patience isn´t one of my strengths ) and the shadows are bothering me too, maybe you´ve got a tip here... about the lighting: i´m using a sunlight with 100% intensity casting shadows (100% darkness, raytraced, 1 ray) to get the white renders, grounds diffuse fall-off set to 0%, filling with a klieg and a sunlight... how would you do it?
  19. here´s another version that won´t take so long to load, it should also stream this time... (i hope so...) lesson02_ready_low02.mov
  20. here´s another episode of rubberguy, the third one will follow in a few days... hope you´ll like it....have fun! lesson02_ready_low.mov
  21. make sure you search under objects and not in the shortcut of the light in the choreography..
  22. nice... the motion blur looks fine... i think you should squash the ball a little less, looks too much for me.
  23. the squetchrig allows that too... you have to find the bone called "right_finger_thumb_1_IKFK"... just rotate that bone until you´re happy with the thumb-rotation...
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