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

MJL

Film
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Everything posted by MJL

  1. Thanks for your response, Mark. I'll play with that and see what it does. I deleted the stamp for the "pea" and re applied it using "cylindrical" and that got rid of the strip. I'm curious about the term "container" for the decal, I noticed that there are three decals in the container, I suppose you add the images one at a time into the decal and tell them what kind of decal they are?
  2. thanks, Nancy, I'll play with that. I know Gala's been around a while. . . who knows. . . maybe this bit part could jump start her comeback.
  3. Not knowing what you mean by "recall" the decals, I did some exploring in the decal section of the model in the PWS. I came up with this when I clicked in the menu that came up after I right clicked the Stamp for the "pea" the mesh is flattened and stretched for the stamping, but the back section (I've highlighted the splines with green) is also stretched but it looks like it is not getting the stamp. I'll see if I can add a second stamp to cover that strip. Edit: A second "Stamp of that decal did not register or 'take" on the dress. No idea why. I noticed that the highlighted horizontal splines that are connected, stretched across the backside are where the strip does funny things.
  4. there are three decals that are used with the dress. I saved the model under another name and tried to modify these images by extending the sides farther out to perhaps "overlap and "fill in" the strip on the back. But that didn't seem to do it. Here is the model in a zip file with the decals. If I'm violating any rules, somebody let me know and I'll take it down. Gala.zip
  5. I'm in the process of assembling models for my first solo music video. At the start of the song I need a barmaid and decided to use "Gala" from the Extra's DVD. The model has extensive attention to detail, but when I render from the backside there is a "strip" anomaly in the decal somehow. Perhaps it was intended that way, but to me it is quite distracting. I could use another model. I could replace the decals on the dress. There are a number of workarounds I could employ, but then I would not know what was happening, or why it was happening, and as always, the goal is to understand more completely this wonderful software. I know there are a number of "get-to-the-bottom-of things" minds here on this forum and was hoping that this issue might intrigue one of them enough to arouse their curiosity. I'm using version 15J but I more than suspect that it is not so much a version issue as it is a decal issue. Thanks for looking.
  6. LOL, Thanks Matt. A friend of mine kept flattering me on my song writing skills, and being such a slut for that sort of thing I told him I'd write him a song for his band to record. That clip is the beginning of the demo I made so he could hear it. He is a big ZZ Top fan so I told him I would let them influence the feel of the tune. Once the Mike Branch Band gets it recorded, (very soon, I hope) it will be our next video.
  7. Much simpler than it looks, I'm afraid. It is just a simple mesh with a decal on top. What did the trick was Roberts tutorial on how to use an animated sequence for a decal and control it with a pose slider. I added a set of "Master" meters to the upper right hand corner, using the same method, and posted it . When rendering the wireframe, I forgot to change the name and settings and replaced the Quicktime move that I spent and hour and a half rendering with the single frame of the wireframe. here is the decal I used and the wireframe
  8. Well, I made separate sliders for the meters and the faders with several groups for each. Thank You Robert, your method worked great! Thanks to everybody else for the other suggestions. Here is a quick, low rez render with cheezy camera work, but I got it done. Edit: Be patient, it loads a little slow. Mixer.mov
  9. I cheated. I made the bar and the LED image sequence (15) in A:M. I've decided I want the meters to be separate from the sliders so the "lights" can be animated to the pulse, in groups, of the music. and I'll have the faders move separately and randomly. If I want, say 5 or 6 meters pulsing at once I can just make 1 pose slider that controls them all. Here's a few of the images in the sequence. Edit: Calling it quits for the night, I'll pick it up again tomorrow.
  10. Thank You, Robert. I'll do my best to make you proud.
  11. As usual, Robert, your generosity as well as your knowledge abound. The solution is simple and elegant and will be implemented anon, as soon as possible. However, volumes could be written from my ignorance of certain aspects of this wonderful software. I've never done an image sequence before (I've never even seen that nifty little icon before), how is this made? And (he asks: feeling quit dimwitted) how does it get into the timeline?
  12. Thanks Robert, That's what I need more information on.
  13. The simplest way would be for them to respond to the slider, I would think.
  14. I just started back up with A:M after my bump on the head. I'm modeling a mixer for an upcoming project. A simple thing. I "Photoshopped" out the fader nobs for a decal and will model the actual faders so they will slide with pose sliders. My challenge is this: I'd like to make the meter "lights" look like they are moving. For each meter light I'd like to use decals in series kind of like a GIF, with about 3 or 4 decals cycling, to make each meter look like the level is going up and down. Any ideas on the best way to go about this?
  15. I enjoy these every year, and don't miss a day. Thank You, Fucher.
  16. Thanks Rodney, we (and all of you who voted) gave it a good run. I suspect that the judges didn't want to have to rename the site: The Spleengene Show.com.
  17. You are probably getting tired of seeing this, but this is your daily bump. Six more days. We're almost there. Thanks
  18. We won the Semi Final match, but barely. with 50.646% of the vote. Judges votes count for 75% of the total and "Fan" votes count for only 25%. The judges vote was in favor of the girl. It was YOUR votes that made the difference. We're in the finals now and if we can win this one I'll get my First award. (Gene's third, so it's old hat to him, but I'm pretty sure he still likes it. ) Thank you for every single vote. Then and Now.
  19. Thank you all for your support in this. (You can vote again today with the new link, if you feel like it. :-) )
  20. I think he went to the old link, we won the first round with 51%. Still got 17 hours in this round.
  21. This is today's bump to remind folks to vote for the video. For an update on my accident recovery I thought I'd show you a pic of my new safety Gear.
  22. We appreciate all of your votes, and obviously encourage you to vote every day. Feel free to leave a comment while you're at it.
  23. Thanks for your support Rich, it's always appreciated.
  24. Mmmmm. . . . . Are they in the Military? Thanks, Rodney. And everyone else, as well.
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