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Hash, Inc. - Animation:Master

Ganthofer

*A:M User*
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Everything posted by Ganthofer

  1. The site Chris linked to doesn't allow direct links to images. Got to http://www.qcc.ca/~charlesc/pets/ click on zena and goto page 7 of 10.
  2. Did you create it in AM? Did you try something you haven't before? Looks like toon render. If you learned something or just enjoyed making it, it's not useless. Keep on Animating
  3. Very creative merging of Human and Bird. Others have commented on the legs being small. I disagree, heron's and cranes have very slender legs for their size. The upper thigh might be a bit larger. The torso on up while basically human in form, has an aquatic feel to it (IMO). The rib cage sort of gill like and the ridge on the head like a dorsal fin. The color and texturing may greatly change the impression. The ridges on the back seem a little out of place (IMO) as I can't see a purpose or structural reason for them and the rest of the model is relatively smooth. From a believability aspect, the waist dose seem a bit to small. Barely enough room for a spine and the muscles to hold it up (IMO). I don't find it overly detracts from the imaginary creature though. Looking forward to more
  4. Looking good. Yet another very creative use for hair and well done. Have you animated it yet?
  5. It's the ambiance color (and intensity) that make it glow. He set the ambient color on the Hair material. If you set it on the Object it to will glow, and no light source required.
  6. Love the way the torso flows into the horse. What's the patch count on it?
  7. Thought I'd drop a line here. I down loaded the project back when you posted, but hadn't gotten around to looking at it. Saw Rodney's post and thought, "let's just make the time and take a look at it", so I did. I've not worked much with constraints yet, but it seems they can save you a lot of work if done right. Interesting piece of rigging. Not sure what situation it would be used in, but none the less, just seeing how the relationships are setup and being able to follow what's happening (without having dissect a complete rig ) has been very enlightening. For those of us, OK just ME , that have only use simple bone structures ( parent - child ) and very few if any constraints. Aim At, Translate To, Translate Limits ... seem like fairly simple things, but figuring out how to combine them together to achieve a control is at times confusing and at other times beyond comprehension. Enough babbling. As much as I like figuring things out for myself, I don't think life's long enough to do that with everything. Thanks for sharing, and as far as I'm concerned, keep it coming.
  8. With the info you've given, I'm guessing the settings under Tools>Options>Rendering. There are choices for All views and Non-camera views. Under advanced you can configure the settings for wire frame, shaded, shaded/wire frame and final. In the image, (version 11.0?) it looks like you have decals turned on, this also configurable as well as polys per patch. That's just my guess. Can we see a pic from the camera view?
  9. Can't comment on if you're using Skycast right, but it look's good to me. It has a very realistic appearance to it. A little to clean to be mistaken for a photo. I really like the cardboard box. One comment on the Truck Movie. You can see right through the grill and out the wheel well. Might I suggest a few splines and patches inside the engine compartment to block this.
  10. Ganthofer

    Kapsules

    Cool little guy you have there. The two on the left (with the meshing teeth) look like they could get nasty. The one on the left looks like a good buddy of mine.
  11. The animated globe is great. It was probably the electronic/electro-mechanical side of my brain seeing something that needed to be fixed since that's been my occupation for the last 15 years.
  12. Very nice, only one question. What's with the conduit and wires hanging down in the upper left. If it's there to draw one's attention to it, it worked on me. Just seems a little out of place. Curiously Glenn
  13. Xtaz The city is fantastic. And the colors, I just have to stair at it for a while to take it all in. Lead on.
  14. Xtaz, you are an inspiration. It is a great environment you have created. There is a lot going on. beautiful! One small thing that was nagging in the back of my head (couldn't figure out what was giving me a strange feeling till watching many, many times), all the walking Thom's seem to be instep with each other. Kind of an eire sci-fi "under alien control" subconscious feeling. I may be wrong and I know this is a test, just wanted to suggest (if you hadn't already considered) staggering the walk cycles. I absolutely love the STYLE!!
  15. Nice Hero look to him. Didn't really notice the absence of ears (till you mentioned it). Just need to make a semicircle ridge under the sides of the mask to maybe subtly indicate that he didn't lose his ears in some brawl. Is there just a head model or is there a bulky, muscular body to go below? Since you're talking about rigging, is there an adventure animation in development? Keep it coming.
  16. Not exactly a monster, but here's pig's head. I'm slowly working my way towards something monster-like PigHead.zip
  17. here is my first attempt. just hooved hind legs, roughly based on a horse. Tried to keep the joining rings the same as John's original. minimum splines, maximum fun HoovedRearLegs.zip
  18. Xtaz, Beautiful!! The colours and textures pulled me right in! Had to stair at it for a few minutes. Looking forward to more. One question. The stair steps on the corner house just behind the front of the coupe look a little out of scale if they are supposed to be steps. Just curious
  19. Work can really get in the way of life Work has been keeping me away. How big we talkin' ? (when zipped)
  20. The trees just keep getting better. Toon plants - Killer Look!
  21. Suzie (much better than SheWorm) is looking quite fetching. The eyelashes could be along more of the upper eye lid, unless you don't want her to be too much of a flirt I must admit, the hair does do something for her. Leave your hair alone and keep creating. Your hair will fall out on it's own, I know from experience
  22. Just catching up on reading the Forum. Looks very cool. Would be very useful for a timelapse segue in an Animation. An example project file would be great and with documentation fantastic!
  23. Amar, The lumpy double (or is it triple) chin on this guy caught my eye. The large sad eyes are really expressive. Keep it coming. Any animated in store for our dog walker? spline, spline, spline....
  24. I like the toon render (that is a toon render isn't it?) The hair doesn't work for me. Maybe a different style. I think the SheWorm in the first post with maybe some eye lashes, would subtly make the point that she's , well a she. Just my 2 cents. Maybe I just have a problem with worms that have hair
  25. I think I need new glasses Didn't notice that ChorTime() was in the drop down function list. It looks like getworldpos, GetTime and ChorTime are the only access to internal variables. Thanks
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