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Hash, Inc. - Animation:Master

Reikster

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Everything posted by Reikster

  1. I only watched perspective2, but the biggest faux pas I see is that his back needs to arch the other way once he has the weight picked up, with the transition arched forward to back being a little quicker than the pickup or setdown portion. With the spine arched backwards you will really visually feel the weight he is carrying. eric
  2. Very nice! Perl is an awesome language. Once I get more organized, I'm going to write some perl scripts for managing versions of models and materials and creating libraries (which I don't use now cause they're too much work) Ken, http://www.perl.org and this is probably the easiest for windows http://www.activestate.com/Products/ActivePerl/ eric
  3. Vash, I don't have alot to add that's why I wasn't commenting. My personal thought is that a rabbit may be one of the hardest animals to model realistically. This is not based on your model, it's based on what I know about rabbits. They have their skeleton and muscles, but then their skin and fur with the exception of the few small places it attaches like feet and face is just a bag. It's hard to model the skeleton and bones without taking the skin off...and that would surely displease the rabbit most severely. Even if that was real accurate and mechanically correct, doing the fluid/cloth simulation of their baggy skin would be a horrendous difficulty. Butter bunny had a touch of GI stasis a few years back and they gave him fluids to keep him from de-hydrating...the vet simply put them in under his skin. It was real funny, but sad at the same time because he had this bag of fluid right on his chest under his skin. I was afraid he was going to trip on his own skin. That being said, I think your rabbit models look good. You'll probably want to tweak them and improve them as time goes on and you get more advanced. Once you get some motion on the model and compare it with the real thing, you'll probably come up with other ways to improve. Hopefully someone else has something specific they can add eric
  4. I always tell people that it's a good thing they're not all that smart, although a rabbit suppossedly "memorizes" its territory, but I'm getitng off track... I always say that 1-2 dozen rabbits could take down a big cat.....if they were smart enough to work together and not attack it head on. It's kinda like ants lifting, what is it? 6 times their body weight? Rabbits can be very quick and very ferocious, although they do fatigue fairly quickly. Their downfall is that they're afraid of almost everything except another rabbit. Both of my rabbits are slightly bigger than a Shih Tzu, can run twice as fast and jump higher. Probably alot quicker and more agile.....but guess who's scared of whom? eric
  5. Vash, I don't know if bunny skeletons will bug you, but I dug these up with google: http://www.fsinet.or.jp/~sokaisha/rabbit/teeth/teeth.htm I think that's actually from Oolong's old site....not sure if you know about the "pancake bunny"...but that was Oolong...sadly passed away. I don't think that's him in the picture just a skeleton his owner found. Actually made me learn something by doing so....I didn't think bunny's had any teeth but the front 4/6 (depending on if you count the little ones right behind the top teeth). Well, obviously from the pictures they have some molars in back, but I would definitely not spend time modelling those, nor the ones behind the top teeth. I went and picked up the bunny that was loose downstairs at the time and I couldn't open his mouth enough (without being mean) to see his back molar teeth. I just succeeded in making him upset With my rabbits, I can lay them on their back and finesse their lips open enough to see their front teeth, but if If I gently push on the side of their mouth to get them to open their mouth, they will only do it a little before they get real cranky and squirm. The vet has some kind of metal loop that they can stick in and prop open their mouth, but that's probably expensive. Your bunny model is coming along nicely eric
  6. EEp! what kind of bunny has those type of teeth? Or are you going for an Anthropomorphic look (i.e. humanizing him/her)? eric BTW, they do look like good teeth, just more human than bunny
  7. OM, If I'm reading you right, a combo FK/IK rig like what I described in your other thread is what you're asking for. I played with it the other night, but my rigging skills quite literally suck. I'm pretty sure this is the tutorial of the guy from Cg-char that talked about this: http://www.dirtyoldtoon.com/tutorials/IKFKTutorial_01.htm The only problem is that you need to speak maya to understand it. My experiment partly worked. I have two sets of two bones for each limb. The two bones with the geometry also have a null at the end with an IK constraint. Next you have two other bones in exactly the same location (hide the first two). These are the FK bones(lock IK on). Then you constrain the null to the tip of the FK bones. When you move the FK bones around, the null moves and the geometry moves (almost) like if you were strictly FK. That's the part I haven't worked out exactly yet. I think there's a few roll like or aim at constraints, and maybe a relationship that I haven't got my head wrapped around yet. The whole idea is that you can do wonderful arcs and gestures with the FK parts and then when you actually need IK for grabbing something or for planting of the feet then you constrain the null to something besides the end of the FK bones....this becomes your IK/FK switch. One of the "nice" things is that you simply move the FK bones back to where they'd "pick up" the null when you switch back to FK. 'Theoretically' removing any jumps or hiccups. I don't know how much time I'll spend fiddling with this tonight, but the mathematical side of my brain intuitively tells me that there is enough information in the 2 FK bones to 'tell' the IK bones where to be simply through correct manipulation of the null and one other bone to bone constraint. I might not get it figured out until this weekend, though eric
  8. yeah, bunnies always kinda frown....but sometimes its a happy frown the only comment I'd have is that it looks like the back part is getting a little on the wide side...maybe...I dunno how big your bunny is, but there's alot of fluff on the head...if you've ever seen them wet, you know what size their head really is, which might only be important if you're going to add fur. you kinda inspired me to "finish", although it's far from done, the model I started ages ago. It's drawn freehand from memory and there are alot of serious spline issues around the mouth/nose, but...well, it's something to look at anyways. eric
  9. I've not done much rotoscoping or modelling that was successful. I think the idea is to have a side view and a front view at least, maybe a top view and a back or bottom view as well. If you have an isometric view then you're always kinda guessin about proportions. Hopefully that helps a little and maybe someone else can add something. Mostly I wanted to share some pictures of my bunnies too :-D Butter(white bunny) is fat too, but he has slimmed down some since being put on a diet. Mocha(brown bunny) has always had good appetite control. The bunnies in the car aren't mine. bunny pix eric
  10. Does this work for anyone in v11.1? I can get it to go in 10.5r and 11.0t, but not 11.1b wonder what changed? eric
  11. Ever since AM hair, probably yes. It's a wonderful way to add leaves to a tree! A lot less labor intensive than making your own! hmmm....so can you put a sprite emitter on the end of a hair or something? I tried using a sprite emitter with a leaf image, but the leafs are so poorly organized that it looks horrid, they look like somebody just superglued leaves to a stick. I guess I'll fiddle with it a little bit more... eric
  12. Okay, this is gonna probably sound like a dumb question, but are most peoples leaves the "sprite" emitter? I started making a rough tree a while back and couldn't figure that part out right away so I started puting leaves in manually, copy paste...copy paste...etc. It got a little cumbersome. I haven't downloaded the "tree building" kit....looked for that earlier (thought I did a search of the forums first ) anyways, guess I'll DL that this evening after work and try taking it apart. thanks, eric
  13. indeed! Had I not been busy with my real job and with a few other distractions, I would have tried hard to make an entry myself and it would have been along the same lines, but probably nothing on par with the entries (3 I believe) we have seen. I'm wondering if there isn't a conspiracy afoot I'm wondering if the "interpretation" of the topic wasn't well received.....we all know what Steve thinks about Opera. (actually I have no clue, but that sounded good ) Stephen, Zach, and now Robert have posted entries that look better, even much better than entries that have won in the past IMHO. So for my part, I'll pledge to enter something however crappy just so I can help 'legitimize' the vote. eric
  14. I was just doing some goofin off last night and had a fairly nice 3 finger + thumb semi-alien hand modelled, but never saved. For some reason I hit space bar in the model window and AM disappeared. Somebody should teach me to: a) save even goofy junk you're just playing with....I was actually starting to like the look of the hand I made....it's gone now. don't hit silly keys if you don't know you need them. c) backup! eric p.s. when I'm working on something for reals, I always do the incremental prj saving...so I'm halfway there...
  15. Here's one more "fun" thing if anyone cares After having figured out that GIMP isn't smart enough to de-multiply(just like photoshop), I knew that I could make a script or plugin to do it. However their script registry seems to be down at the moment and I ended up on ImageMagick. I came up with this command line to de-multiply the alpha with ImageMagick convert input.tga -fx "u*min(100000*a,(1.0/(max(a,.00001))))" output.tga I spose it's a little esoteric, but it also allows you to batch process things if need be. the "min" part isn't strictly necessary, I spose, but I didn't know what you'd want to multiply the pixels by if the alpha is 0. I guess on the one hand the RGB data should be 0 if the alpha is 0, especially if it's pre-multiplied. With the "min" portion, it'll make sure. eric
  16. It's working well...at least I think I'm learning something. What method did you use to make your fluffy edged circle? eric
  17. I was googling around a bit more and even though some of the tidbits I read implied that Gimp 2.0 and above might correctly de-multiply the alphas on open, it doesn't seem to work, but then I really don't think I know what I'm doing. I also found this interesting tidbit about the history of alphas and pre-multiplying....all to save a few operations ftp://ftp.alvyray.com/Acrobat/7_Alpha.pdf This one is interesting too: ftp://ftp.alvyray.com/Acrobat/4_Comp.pdf eric
  18. I'm probably speaking a bit out of turn here, but here's a hypothesis based on searching to see how GIMP handled pre-multiplied .TGA files. I didn't find much information, but someone was mentioning that while premultiplying can save a little time in compositing, it also is a loss of color resolution (not pixel resolution). My hypothesis is why the still programs don't assume pre-multiply and the video ones do: All the paint(still image) people care alot about every bit of color precision and only at the final output step will they do any lossy compression or downgrading of image/color resolution (downsampled of course). In addition, Video people know that large amounts of compression are necessary just to work with the clips often times and they also know that motion can reduce perceptual color resolution so they don't care as much about keeping high degrees of precision for color and they want to save time anywhere they can. Video, of course, needs to use stills often, but when still work involves video footage, I'm guessing it rarely comes with an alpha channel. This is why video programs care about the pre-multiply and adjust accordingly and paint programs don't. just alot of speculation, but my 2 cents. eric
  19. Very nice! I would imagine most of the design portionin this realm is Pro-E, I wonder if it's about time we had an IGES import plugin? Don't think we do, but I am not really volunteering....life is way too busy ATM. eric
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