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

Wildsided

*A:M User*
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Everything posted by Wildsided

  1. Decided I needed to post something so here's the first 20 seconds (Well 19) of the first episode of season 2. I opted to kick things off outside the castle and then head inside to bowser on the throne. The lava (although you don't see it much in this clip) is MTPeak2's ocean rig with a lava texture and some glow. The rain is made using Robcat's suggestion of using a streak emitter and the castle, mountains etc were made by me. The Ace.co presents text is a place holder for timing and like everything at the moment, is subject to change. first_19_secs.mov
  2. I do live in Canada but I'm English born and bred. Moved here to be with my wife Nicole. As for Allsorts I can't say I've seen Basset's brand but they have equivalent. Mum and Dad usually send me a box around Christmas time though which is nice. He's a nice looking model though dude and I hope you have some luck with Bassets when you approach them. Just had a quick thought. You could try finding a video of someone dancing to the tune and then apply the video as a camera rotoscope. Then you can match Berty's movements to the dance. It's how Funimation used to do He-Man
  3. Nice one dude, wish you all the success in the world
  4. That's a damn fine looking bird you've got going on there. Can't wait to see her flying.
  5. Bertie Bassett!!!! not seen him in forever
  6. Thanks for all the comments guys. The torches are on my list of stuff to do. I want to get the sprite emitter to do the flames properly first before I toy with the light flicker though. That's been a real pain the ass so far. I`m diggin`your thinking on the fingers though Rodney and David I`ll deffo add in some shuffling. Right now I`ve been focusing on getting everyone in that scene in place and roughing out the timings. It`s quite funny to watch them all in T-Pose drifting along. And lastly just for robert here`s that clip at a higher res with brighter lights. boredbowser.mov
  7. rough test of bowser sitting in his throne being bored. Couple of frame jumps that I need to repair but otherwise I like it BOWSER_bored.mov
  8. 1) $79 version is subscription based and expires after 1 year. $299 version isn't subscription based and never expires. Both deals allow updates, however the $299 version will only allow you to download updates released in the year that you bought the software. Both versions are also locked to the machine you first install it on. 2) It's a Download that's saved to your hard disk and as mentioned before it's locked to that machine once installed. 3) Order online and download, you'll get sent an e-mail with an activation code. The manuals can be ordered as physical copies I believe but at also available in .pdf format. 4) Yes A:M does Upgrade and have new versions v17 is currently in beta 5) Pass, but I think it's down to what your machine can process. 6) If you get the 1 year 79 dollar version then yes it will expire, the $299 doesn't expire but after 1 year you won't be able to update it further without paying. 7) Yes it does, but no software is perfect. 8) The A:M community has made 2 feature length productions namely the Tin Woodsman of Oz and the Scarecrow of Oz. It was also used for all the models in the video games Tak and the power of juju. (2003 for PS2 and Gamecube) 9) Once you've learned the basics it simply a matter of time and how much effort you want to put in. You can make a quick model and rig it in 5minutes if you want or it could take days if you're going for something really detailed. 10) A:M is a total animation solution, the model making aspect of the software allows you to make all the aspects of your production from characters, props, 3D sets, lighting. It does it all. I think that's all pretty accurate but i'm sure someone will correct me if I'm wrong.
  9. Okay made some serious modifications and played with the lighting, here's the throne room in its 'finished' (Nothing I do is ever really finished I always end up tweaking something) state.
  10. Quick update shot to show you guys. This is the current state of the throne room, I'm still adding details but thought I'd stick it up here anyway.
  11. Nicely done John, very nicely done.
  12. Quick update on this guys. It seems to be the act of clicking on the object that causes the shift. If i go through each instance of the model in the project workspace and set the positions that way then everything stays still. But if I click on the objects directly then they shift a little. Maybe I just have jittery hands and have never noticed until now.
  13. Individually. Like I said though it's not a big issue for me, I mean when I put a ruler next to the edge it still looks like a straight line. I usually just eye ball things anyway but for those guys who like to be 110% exact it might be an issue.
  14. Also yes. I have a feeling you know exactly what's going on here
  15. Hey guys, I don't know if this is a bug and worth reporting, but just recently I've noticed objects aren't staying where I tell them to be. Let me explain, I've been building a throne room and I want a row of pillars running down the centre of the room. I've positioned a pillar and then to make sure the next one lines up I go into the properties, get the x co-ordinate and enter into the next pillar. I repeat this for say the next 5 pillars with just the z co-ordinate changed. So here's the weird thing. Say I set all the pillars to x=90 all along the row. If I then click on say pillar 2 its x co-ordinate may have shifted to say 89.89 or 90.12, just a random shift to the left or right for no apparent reason. Does anyone know why this is? I mean its not a big deal to the naked eye it's still in line but if I set something to a specific number I expect it to stay put.
  16. Funny ha ha or Funny er that's a bit weird?
  17. I'm confused Rob, you were making puffy clouds of cheese? Or was it supposed to be vapour coming off the cheese? Nice cheese model regardless......Said cheese 3 times now....crap that was 4.
  18. Speaking from personal experience A:M is a godsend. When I was deciding what 3D software to use for Epic Gamin' I tried working with 3DSMAX, Maya and Blender (Now there's a steep learning curve). A:M is a different beast and has a feel all of it's own. If you're the kind of person who just wants to 'do' then I recommend A:M. Modelling, Rigging, Lighting, rendering It does it all and most importantly it does it all in an intuitive and logical way. For what you pay for it you get an amazing piece of high quality software that's constantly evolving and access to a community of ladies and gents who have no problem with taking time out of their busy days to help out with any issues you might be having. My bottom line answer is that unless you have your heart set on something free then A:M is definitely a piece of software you'll be happy you got on board with.
  19. Needed a 'Cover' for the show's Facebook timeline Page (apparently they changed the show page over to timeline without mentioning it to me). It was a good excuse to start thinking of some promotional art for the new series so here's a 720p version of the image I used for FB (The Facebook one has a slightly different aspect ratio). If anyone wants to follow the show on Facebook the address is www.facebook.com/therealepicgamin
  20. New E.G comin' soon. It's a whole new game
  21. gotta agree with Simon on this. It depends what effect you're aiming for. They both work well though. If I had to throw out a personal preference i'd say number 2, just because like Simon said it sells the go cart.
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