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

apprentice

*A:M User*
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  • Name
    Andy Mulia
  • Location
    Denver, Colorado

Previous Fields

  • A:M version
    v19
  • Hardware Platform
    Windows
  • System Description
    Windows 7 64 Bit I7 3612QM 8GB Geforce 640M LE
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  1. This is looking really good. Um...I actually like the old "real" bus sign better.
  2. Whoa! Wow! I'm speechless. I have no speech.
  3. Okay, fixed the things according to your suggestions. I made one of his foot tripped on the window. Made him fall faster. Made his right foot not slide forward as he got up. I also noticed that his hand and knee were intersecting in some frames so I fixed those too. Lesson learned: Touch up and polish takes up considerable time. I think it looks better. Thanks for the great tips! Knight_Falls_06_09_Hash.mov
  4. Thank you. Yeah, I've fixed the jump float. I want to add some objects that the knight will hit as he falls. Any suggestion what object will fly in the air. A shield is too heavy isn't it? Is there a light shield?
  5. Oh ok, I see it now. I will try to fix it. Thanks guys for the input. You're the best! I'm making his foot stuck on the window now.
  6. I found AM on 64bit Win 7 with 3GB RAM very snappy. Snappier than the 32bit version. I think it's because 64bit handles memory better so make sure you get lots of RAM.
  7. Good idea!, that would've made it funnier. I had to key the bicep/forearm/hands on every frames when they're supposed to be holding onto something so it's seems very complicated to change poses. If I move the torso, the hands will change their position. I could export the present chor action into action and add new animation to it in a new chor. I didn't have much luck combining the action and new chor for this project though. I'm sure I could do that with older AM. Maybe it's just this project file being weird or me. Hey thanks! Oh yeah? I wanted a clank sound too. I banged my pots and pans but I couldn't make them sound good (maybe it's because he fell on a wooden bench so it didn't really fit). So I settled with wood thunk and added some reverb in Vegas. Here it comes... You got that right, Robert. I noticed that one too. Here's the long story. I didn't animate the knight anticipation before he jumped, thinking that I could do that later. I was concern about animating the crawling and turning. The original plan was the knight would place one of his foot on the window, look around, then jump. As I animated, I created alot of keys just to keep the hands in place (FK). When I tried to shift the timing and add the anticipation animation, everything just fell apart. I suspected it could be caused by a model bone or some other bones I wasn't aware of. So without the anticipation, the knight just zipped through and the audience would miss the fall. So I had to settle with the little hold as he fell. I could only think of making a new chor for the anticipation and stitch two renders in post. Hm, but he's pushing himself backward though. I think yours is when you're pushing yourself forward or staying in place, right? Originally, I had the knight also slided his right foot backward as he put his hands on his waist but it didn't look good to me. I think it's because his legs looked thin from that particular view.
  8. Hey, thanks Holmes! I learned from you, guys! Animating this with FK was really painful but it's a good experience. W&F animation? Oh yeah, that would be nice. I've got to think something really simple though.
  9. That's a fun animation! The render looks really smooth. Good job!
  10. Animation practice. Lesson learned: must use IK when hands are interacting with other objects. Let me know what you think Knight_Falls_Hash.mov
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