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Everything posted by thefreshestever
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this could only work if you have very similar characters with almost the same proportions. imagine you have to assign all your cps to groups, and then the "automatic" weighting will be done, if you have a character with a slightly different geometry you will have to correct the weights in a bunch of places. i think the amount of time you would spend on that would be almost the same as assigning and weighting every cp by hand...
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hmmm, for me weighting cps is the fun-part of rigging, you weight and test and weight and test.... and the caracter moves smoother and smoother... can´t really explain why, but i love that... others spend an evening with sudoku, i open up a bottle of red wine ad weight cps.. but i asked myself lately if it would be possible (i´m not a programmer at all, so i´m just guessing) to write a plug-in for resetting the compensates... that´s the pain-in-the-ass-incredibly-boring-part for me....
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a few topics ago there was almost the same question, it has the title "keyframe description"... there´s a video-tutorial posted...
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material effectors are way cool... thanks again al. i´m pretty satisfied with my result now.... effectortest.mov
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thanks, i´ll check that...
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select the model, choose edit: move frames, and type in the desired values... hope that helps..
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i´m working on my second rubberguy short right now, and i want to have a bullet flying through the air effecting those matrix-rings as in the movie... (you know, when you can see the air displaced by the bullet...) i´m using an animated reflective transparent perlin-combiner as material on the rings, that works pretty well so far.... my question is: how would make the rings scale up as the bullet flows through? and how would you fade them in and out? sure, i could animate that all by hand, but i´m pretty shure there´s a more elegant solution for that, like using constraints or something... thanks ahead... matrixtest.mov
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i would animate the oscillating lines in flash (very easy to do that with flash, also you can find some good animated waveforms on flashkit.com), export the movie as a .mov and import it in a:m...
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i love that one, it´s a search engine for sounds: findsounds.com just type in "dog" and you´ll find a couple of barks... you can also define the desired quality, so you can filter out crappy 22 khz or 8bit sounds...
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there´s a setting option for motion blur in the rendering dialogue... set it to "on" and then you can define the quality...
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yesterday i did the babbage patch water tutorial and something strange happend: i have am15 for mac AND pc, i first tried it with the mac version. i animated my combiner-material and then rendered it as a .mov with animation compression. then i loaded this movie to a:m, it was displayed black. i ignored that, applied it to my watersurface grid as a displacement map. when i rendered it nothing happend, no movement at all. then i opened the project with my pc-version (i always try that when something don´t really make sense to me...), but same thing... then i deleted the video-file in a:m, imported it again, and: worked. i had some issues with the mac-version before, a few things don´t seem to be working correctly. i wonder if anyone else has experienced the same problems and maybe found a solution (because i´m a natural-born mac-user, so it´s a pain for me to be forced to work with windows )... my question to ortanu would be right now: what os are you using?
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i´ve no experience with videos, but there are many ways to use video files, depends on what you want to achieve... you can make materials with video files, camera-rotoscopes etc. i think it would be easier for the people here to help if you tell them what exactly you want to do with it... i also know that avi files should work, but i guess it depends on the compression-codec... maybe try a mov?
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here´s a pretty good tutorial on that: http://www.hash.com/users/ed/tutorials/fpm/fpm.htm
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this looks great, i´m very curious, can´t wait to see that movie...
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thanks to all, i´m glad you enjoyed it... ken: you´re right, that´s the style i was going for, fast moves with stiff freezes... more like johnny bravo or something like that... paul: thanks for the thumb-thing, i haven´t noticed that yet. (not so easy with this giant hands ) i was thinking about illuminating the splat-area a bit more, but i´ll let the main direction of the light as it is, the main time of that scene the camera comes from the left, so i have that kind of contrast for the whole time as he bends backwards and the time before the snap, and i like the shadows on the wall. if i´d change the direction of the light his face would be too dark and there would be no shadows on the wall... the thought bubble was made in a:m, no after effects at all, just premiere for cutting... to all: yes, it needs to be tweaked at some points, i agree... thanks again....
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awesome!!! really great work! if you ask me it´s almost perfect. the only things that bothered me was the jumping of the main character after the throwing, looked a little bit floating to me, and the shooting at the end, i think it would be cooler if it had a real effect on the cup, maybe it could burst, explode or whatever... but again: i love it!
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there he comes... finally... the first of maybe a few shorts of "RUBBERGUY - TRAINING LESSONS FOR UPCOMING SUPERHEROES" (i know i forgot the "e" in heroes in the trailerscreen, will be fixed...) the idea was to make a squetch-rigged character (my first one with that rig so far) that can extremely bend (that´s his superpower ). i always wanted to make that kind of squetchy moves but never knew how to make that until i found the squetch-rig, thanks to all the guys who were involved developing it. then i remembered the sportgoofy-clips where goofy does different sport-disciplines and sucks at all. and i thought: "hey, why don´t you do that sort of thing with your character, only with superhero-disciplines like flying, bullet-catching, train-stopping etc..." i hope you´ll like it, feel free to criticize if you see anything that can be made better (i already found a lot of things by my own, but before the next render-odysee i want to collect some more stuff to change). but please don´t be too cruel , i made everthing by my own, modeling, rigging, animating, parts of the music and sounds, spoke the narrator-voice etc... thanks.... rubberguy_lesson_one_lower.mov
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maybe you defined the surface color in the hair emitter´s properties as white, then the texture won´t show up... but i´d rather use a decal for coloring hair, it´s faster to render and does the same job...
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why not just save as a png? includes alpha and works fine with a:m....
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i think if you only move your camera in right angle position to the character and toon-render it with the right settings (no lights, shadows etc...) you will propably get what you want....
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how can i make the face interface move with my character?
thefreshestever replied to thefreshestever's topic in Squetch - Rig
yep, worked... you´re the best, thanks for the fast reply.... -
how can i make the face interface move with my character?
thefreshestever replied to thefreshestever's topic in Squetch - Rig
thanx, i´ll check that out...