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!
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Hash, Inc. - Animation:Master

thefreshestever

Film
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Everything posted by thefreshestever

  1. no, it´s just cool because i can animate while i´m riding on the bus, or sitting on the beach etc... no one said anyone should do serious animation with it... it´s just a fun toy.
  2. just found this... installed it on my iphone, since i don´t have an ipad yet (now there seem to be a reason to get one). on the iphone it´s a bit buggy (and hard to handle because of the size), some finger gestures are not working. but other than that: pretty cool... here´s a quick tutorial:
  3. here´s a little update... still a lot of things to add and fix and another 2 minutes or so to go... preview.mov
  4. there´s stuff like that... http://www.amazon.com/Hoodman-HOODPC-14-In..._sim_sbs_misc_1 i have one, and it´s not doing much. a little, but not much. if you are sitting in direct sunlight you still can´t see anything properly. other than that it looks ridiculous. i only use it on my balcony sometimes, where no one can see me.
  5. did you check that particular checkbox rob was talking about? that did it for me... if you just set it to off in the render section of the tools options it keeps coming back, the checkbox in the globals-tab seems to be permanent.
  6. haha, those are great! beautiful landscape there!
  7. nope... did not know this checkbox existed... thanks again robert... i think it´s time for a new book
  8. this is odd... i looked into my masterprefs.ini file, and draw systems is set to false... so the projectfiles must be causing this.... didn´t have the patience to search in the exhaustingly log text of the prj-file though...
  9. everytime i close and reopen a:m the "draw particles / hair" option is set to on, regardless if i´ve set it to off the session before. in my current project i always forget that when i´m opening the project, and when i want to scrub through the timeline, a:m starts calculating the particles (i´ve a sprite system set up), which can take up to 10 minutes or so, depending on the number of frames it has to calculate. the active-status the model which emits the particles is set to off, so i wonder why a:m is calculating the particles anyway... any advice?
  10. very very cool!!! the only thing that bothered me a bit was that in the beginning the text was fading in a few seconds before the lyrics of the song started...
  11. I agree. Its about animating, nothing more, nothing less. I can see sound bite is winning thus far. Question with that is do we pick a sound clip or let the animator choose their own? climbing over a wall is still in the race, too if it´s gonna be a sound clip it should be the same for everyone. it´s hard to judge animation if you have different sound bites, you will automatically include the sound bite into your judgement, if you want it or not.
  12. i think it was a little bit too open for an animation contest...it was more like a short-movie contest. it also required modeling characters and props, or using characters and props made by others, which made it a bit difficult for people to participate. i think more people would have jumped in on it if there was a clear animation task which could have been done within a day... the simpler and less time-consuming, the more people will get involved.
  13. nice. i like the ice effect on the hand and the last freeze frame. you said you´re looking for critique: i think you still got to much camera movement going on, in the beginning i think there are too much pauses, where nothing´s going on. especially after the thingy enters the atmosphere. i´d try to cut it more action-movie like... fast cuts with fast movements. in animation we tend to do everything too slow and too linear, if you speed things up a bit it will get more interesting. regarding the rocks i´d go for a decal or bitmap plus material rather than procedural materials, also with some bump maps to give it a little bit more natural look. on his analytic helmet screen (i don´t know what the right term for this is) i´d tint it more to one color, maybe blueish or green, the choice of the font doesn´t look right, some led-font might look better... take a look at "dafont.com" for instance, you´ll find a lot of free downloadable fonts there, very well categorized. if you add some glow lines to the displayed elements like the little screen on the bottom left it will look more techy, too... greets..
  14. that´s very cool! could also work great for text animations.
  15. looking good.... if you speed up the very end of the fall you´ll get more impact, and it will get funnier again...
  16. i´d do the faceplant the other way round...i´d first let the belly and the chest land on the ground, with the neck held high up until then, after the chest hit´s the ground the head follows within one or two frames. i believe you´d get more impact that way. you´d get a nice fluid motion with a hard stop at the end. right now it looks like he wants to land with his face first.. if a body is exhausted, it will collapse in itself from bottom to top... if people where falling with their heads first when they fall down unconscious a lot more people would die because of that here´s a little example i put together in a couple of minutes, could be done better, it´s just to show you what i mean... breakdown_low.mov
  17. nice... thanks for clarification!!!
  18. but what happens if i have tweaked biases in my model? even if i can export up to 2048 subs, the export plugin always presumes i´m using a untweaked magnitude of 100, right?
  19. make a new on/off pose, call it let´s say limits or something like that.. pick the bone you want to limit, right mouse click, choose >>new constraint>>euler limits... type in the desired values for minimum and maximum in the different rotation axis...
  20. i´d say it always ends up distorted if you paint on a peaked model that will later be curved, no matter how you do the unwrapping. my guess would be that it simply doesn´t work because of the reasons i´ve explained above. splines aren´t polys, "subdivision" works differently in a:m. or did you have success with this in the past and it´s just not working anymore somehow?
  21. if you take a close look at the bulging and width inconsistency, you will see how it fits the way the mesh is distorted via the bias handles. a:m does work differently than subdiv models because of the bias tweaking that takes place. it isn´t just a subdivided mesh, you can control the curves exactly with the bias-handles. if a:m wouldnt work that way, you couldn´t control the shape of a curve that exists between 4 cps.... but you can, and that is the reason why a decal painted on a peaked mesh won´t work correctly on a curved model in a:m... just run a simple test as i did above, and then additionally tweak the bias handles, you will see how everything makes perfect sense.
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