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Everything posted by pixelplucker
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Here is a wax casting from the mold they made from the AM model. If anyone uses the AM rulers for measurements they need to keep it on CM because all other ruler changes don't reflect the exported model size. I found this out when the factory needed to scale the model down. Of course they changed the imprint area which would have saved me a bunch of time modeling after the fact but at least it all worked.
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You may want to check your textures first, there might be the chance a texture is corrupt causing the crash and not the model. When we open it we have to ignore the missing textures since you didn't include them. Try consolidating it and post a zip and we can see if that is the issue.
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Lighting is pretty good, I would take the shine off the blackboard, reduce the specular way down. Good Job!
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Nice lookin fly.
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The STL file I made looks pretty good. I believe they are 3d printing the stl then making a model from that. I'll try to get pictures of the final and post them.
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For a job, needs couple small tweaks but will eventually become an STL file for a resin cast model. The weird blob on the bottom is from a previous model they had and wanted to keep.
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There are a couple of books that should really help with your motion and timing etc. Character Animation Crash Course by Eric Goldberg Cartoon Animation by Preston Blair I'm still learning here too and think that character animation is the most difficult compared to mechanical animation and particles etc. because you have to convey a feeling and create anticipation through movements and gestures. One think I have done, not sure if it's correct, is I would key first and last, move my time to the middle of the keys and create a new key then shorten move that towards the first or last to make some quick acceleration or deceleration. Alternatively you can do that with the function curves but since I can get really lazy and hate clicking through menus I tend to go the easier way. If I can get some bloody time I have some projects I want to animate but I always seem to get buried with work. I really love the style and soundtracks you 2 have put out. Definitely some of the most entertaining animations around.
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Great job, you guys just get better and better. One critique... got to add some snap to the animations so the moves aren't so linear and robotic looking. Lead with the eyes and maybe toss a key between the moves and nudge it over for some acceleration. You can also play with the curves to do the same thing. Very entertaining
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Very well done, maybe put some rubble or scatter some rocks on the ground to break it up some?
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Mirror bone skipped cp weights on the left arm?
pixelplucker replied to pixelplucker's topic in 2008 - Rig
You were right Robcat, thanks a ton, knew it was something simple. figured out an easy way to get things to be symetrical groups are slightly off. I made my selection on the correct side, dragged a guide line to the center of that group then double clicked on it to bring up it's location and deleted the (-) in front of the x axis coordinate. This placed it exactly the same distance in the positive x and gave me something to align the other group to. -
Mirror bone skipped cp weights on the left arm?
pixelplucker replied to pixelplucker's topic in 2008 - Rig
I'll check that, maybe the arm is out of place a hair and I didn't notice it. Thanks -
Real quick question, what would cause the mirror bones to entirely skip the left arm cp weighting? Bones mirrored but the weights didn't Most likely something stupid I did as usual. Thanks in advance
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how do i animate this vedio
pixelplucker replied to petokosun's topic in Work In Progress / Sweatbox
Yup definitely looks like mocap. -
Do you really need AO? One thing I do is when ever possible I hand create the lettering rather than try to clean up imported ai files or use the font wizzard. I find that because many of the vectors have double points in most of the ttf fonts that they create more problems and bad faces. This is a problem with many other programs and not AM specific. This is a rough render on my logo (far from finished) and the render time on this was only 1:31 You may want to defrag your hard drive and turn off any background programs, widgets and utilities that are not needed and this should help a ton.
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Nice render... personally I would turn that into a salmon farm and toss a couple smoke houses in the back.
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Very very cool! Hows the inside look?
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Can you do that with props? Poly props actually render pretty quick in AM but I'm not sure what kind of poly limits AM has.
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Was going to try to see if I could get blobbies to work as a boolean cutter inside a block but for some reason I can't seem to be able to find booleans in the property menus in 15j.
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That looks really good. One thing I noticed is maybe you should have the feet hang at the window sill and let the hands hit the bench instead of dropping both the same time. This should make him look more off balance and more like an accident. Very well done!
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I've seen much worse. Any short animation where normals don't get flipped or any patches broken is always a pretty good sign.
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Pretty cool. Has anyone tried 3d Rad? It uses .x for models http://3drad.com/
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almost 2D model with a rig & a twist
pixelplucker replied to dblhelix's topic in A:M Tutorials & Demos
You can rig patches that have the cookie cut maps on them so they look like paper cutouts and simply toss the tsm2 rig on it. This will give you the fk and ik you would want to create descent movements. -
Very nice, now it looks like a FORD hehe
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How about this? puffy_cloud.zip
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The black outlines looks pretty good, maybe make them just solid lines and not sketch and use a sprite emitter.