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Hash, Inc. - Animation:Master

MJL

Film
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Posts posted by MJL

  1. When I sent out emails to my regulars about "The Ballad Of Eddie", I accidentally (honest!..Really!.. ) sent an email to a reporter for the local paper. We ended up doing a short interview over the phone and this is what came out of it. Got in two good plugs for Animation Master. :D

  2. Of all the 11 second sound bites I've heard, admittedly not all that many, this one seems the toughest to animate to. I still can't determine what she's had nine cans of. Up until the time you added the bird, I was troubled by the squeak at the beginning of the clip. Now, of course, I realize that it is not a squeak, but a chirp!

     

    Excellent job, Nancy, with a very tough sound bite.

  3. Great Chickens! Don't ba-a-alk at using them to set up a good yolk!

     

    (sooner or later SOMEONE had to say SOMETHING!) :lol:

     

    Seriously, Mark, all of your modeling is so clean, concise, and inspiring!

     

    The stuff you show always serves to egg me on. (I can resist anything but temptation :D )

     

    Myron

  4. P. S.

    While looking again at one of the pictures you posted. Play around with the"O" and the "P" keys to smooth and peak splines as they go through a CP.

     

    For example in this shot, the yellow vertical spline is the dominate spline with a nice curve, and the horizontal ones crossing it are peaked. Select a horizontal spline with the cp and hit the "O" key the spline should then pass through the CP with a smooth curve instead of a sharp angle.

     

     

    Check out Largento's (Mark Largent) Wannabe tutorials Here

    Spline_example.jpg

  5. tb, the secret to good modeling is good splining. and the secret to good splining is the fact that splines flow. there are many good heads and faces posted over time on this forum that you can study as examples, one of the more recent is the one that mtpeak2 (Mark Skaodacek) posted when he was demonstrating his great face rig.

    Mark's Face Rig

     

    splines flow in curves, when you add or adjust a spline, it is a good idea to look at it in several views. Top(5), Front(2), and one side or the other(4 or 6). I sometimes look from the back (8), or from underneath (0). These numbers are, of course, on the number pad not the keyboard numbers.

     

    Study the wire frames of good heads and models. splines are most often evenly spaced with smooth curves. A spline can look good from the front and side but when you look at it from the top you might see that it is out of whack the rest of the splines of the model. That's one of the reasons someone can get creases.

     

    the Cooper Tutorials are an excellent way to practice your "splinage"

     

    Learning how to make the splines do what YOU want them to, is a major part of the artistry of A:M modeling.

     

    You are doing quite good, but faces can be hard. The link to the Cooper Tutorials are evidently broken, but here they are in zip form. download them and save them. You will want to refer to them from time to time.

     

    Good Luck

    CooperTutorial.zip

  6. ...my b..b...buh brain hurt.

     

    I've been intimidated by rigging from the git go. If this happens to those who dwell on Mt. Olympus, what chances do us mere mortals have? :D

  7. This little modeling project has been quite educational and the inevitability of learning to rig is becoming apparent. I have gained a deeper appreciation for CP weighting.

     

    The model is behaving as well as it can considering what I have put it through.

     

    Here is the first attempt at the first of about 6 figured in the "Set" of Army Men, and the reference photo I used for the pose.

    lidogi1.jpg

    T1_Army_Guy.jpg

  8. You have extruded an outline. The face now has to be enclosed with CP's and splines to make face patches. Have you gone through the ToaA:M tutorials, yet? There are a number of very good tutorials on basic splinemanship on the forum. Spline continuity is an issue as well for closing in your logo.

     

    Roberts suggestion is good if you are familiar with a vector art program. It will be a time saver because of the number of CP's you have in our outline will require alot of"sewing" up. Here are a couple of links to Basic modeling Tutorials and here, also, is a picture of a simple outline, that outline extruded, and two ways of closing the face, a flat face and a rounded face.

     

     

    Wannabe Tutorials

     

    http://www.hash.com/forums/index.php?showtopic=16560

     

    http://www.hash.com/forums/index.php?showtopic=14070

    Closing_the_Face0.jpg

  9. Thank you so very much, David.

     

    During the time I was waiting for a response, it dawned on me what I had done. Periodically I get glimpses of how A:M works and flashes of understanding come upon me bit by bit. While I was waiting, I got caught up in fixing my mistake.

    I opened Dex and did a save as "Dex2". I took the uniform from the bad Army Man model and "dressed" DEX2" with it. I then assigned the uniform's mesh to the rig corresponding to the colors from the Dex mesh. Then went back and deleted the original Dex mesh that was under the uniform.

     

    I just now finished up and logged back onto the forum and low and behold, you had fixed the problem the right way, but by then I had already done my workaround patch fix. I'm sure your way was faster, David, But my understanding of A:M is a little more thorough now by fixing my mistake.

     

     

    When I was first going through ToaA:M a year and a half ago I did the section on adding a rig to Thom. There was a small problem with an IK setting in one of the elbows of the 2001 rig and I couldn't get it to work right. The mystery of it all traumatized me :D so anything to do with rigging I approach with trepidation. (That squetch tongue rig you helped with had my head spinning for a week, and I still haven't quite figured it out.)

     

    I will be working up to tackling rigging as time goes on. I LOVE this program. Thanks again, David.

     

    Thanks Shelton,

    My confidence in modeling grows daily. ('cept for that rigging thing :lol: ) Gene and I are collaborating again and I'm helping out with some modeling. I'm in the preliminary stages of a small project on my own, but it's a back burner kind of thing.

     

    Did I mention that I LOVE this program? :wub:

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