sprockets 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 New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

thefreshestever

Film
  • Posts

    821
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by thefreshestever

  1. 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...
  2. there´s a setting option for motion blur in the rendering dialogue... set it to "on" and then you can define the quality...
  3. 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?
  4. 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?
  5. here´s a pretty good tutorial on that: http://www.hash.com/users/ed/tutorials/fpm/fpm.htm
  6. this looks great, i´m very curious, can´t wait to see that movie...
  7. jep, right... i think the next one is going to be bullet-catching or rescuing a beautyful woman... not shure yet....
  8. 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....
  9. yeah, that was one of the things i´m going to tweak... i think you´re even right about the number of frames, more than 2 or 3 and the impact will be too soft, but right now it´s a bit too fast... thanks...
  10. 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!
  11. 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
  12. 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...
  13. why not just save as a png? includes alpha and works fine with a:m....
  14. 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....
  15. yep, worked... you´re the best, thanks for the fast reply....
  16. i´m messin around a bit with my finally ready rigged character and test some extreme squetch-actions (that´s sooo much fun!), but just can´t figure out how to move the interface along with the face, screenshot and testrendering attached... please help!!! squetchtest.mov
  17. nice... thanks. i guess i really can use it some day...
  18. iknow i know, patience is not my strength... hmm, anyway, i want to use the time to learn as much about this rig as i can, so i´ll go on with that and replace it with new new one later, it´s a good practice for me to ge the weighting right and stuff... if i start to animate with this character, will my animation still work when i save a action and drag it on the new rigged model later? or is the update so comprehensive that things will mess up?
  19. stupid me... jes, shure... but here´s another question: do you know what i have to do when i want to place my headbone a bit lower? for now the rotation-point of my headbone is a bit to high, looks strange on the neck when i move it a bit more extreme. i tried to move it, but then my head gets stretched and it doesn´t work anymore as it should... i guess i have to work on some constraints then after moving the headbone down, but i don´t know which ones...
  20. i hope someone can tell me how to fix that without having to start with the installation (that would mean i have to reset all the compensates a second time ) my chest controller is very small and positioned at the neck, and the arms dont move with the chestdirection as squetchy sam does.. i don´t remember making any mistakes during the installation process, i always checked twice before i moved any bone...hmm, guess i must have made one anyhow at some point, otherwise the chestcontroller wouldn´t be placed at the neck... i posted some screenshots to make things clearer... thanks ahead...
  21. i think it depends on the compexity of your model. in most cases cp-weighting is enough for my types of characters, i usually just add a few smartskins for the shoulders and some other tricky stuff... if you have a really complex model with muscle-movements or whatever i agree with the guys, start with fan bones, go over to weighting and then do smartskin...
  22. jep... WORKS!!!! i´m so excited!!! squetchysquetchy!!! that´s so much fun... thanks for your help... almost done with resetting, only the face left, but i got to get some sleep in between... one question: some values were set to zero, do i have to recompensate them to zero again or is that not nescessary? i mean when thetre´s a value of 100 or 50 or whatever, i type in zero, hit compensate and then type in the original value again, when there was a value of zero, i typed in zero, hit compensate and typed in zero again.... was that right or stupid? will there be a plugin for the resetting within the next version? that would be awesome!
  23. i agree... especially the head doesn´t need to have this high spline density... but except that, again: great work
  24. hmm... i´ve no experience with photo-realistic renderings, the things i do are more cartoony... but what i miss in your pictures is field depth, i think that would do a lot... the second one looks a bit too bright for me and too even lightned, maybe you should reduce your fill-light a bit. the third one looks pretty realistic to me, with the reflections on the flooring etc, what i miss here is again field-depth... but nice work, keep on going...
×
×
  • Create New...