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

kazagruma

*A:M User*
  • Posts

    18
  • Joined

  • Last visited

Profile Information

  • Name
    Junya Ogihara
  • Location
    Japan

Previous Fields

  • A:M version
    v18
  • Hardware Platform
    Windows
  • System Description
    Windows10 64Bit / Note PC HDD 500GB / Memory 4GB Radeon HD 8670M 2GB
  • Short Term Goals
    Construction of new basic modeling. Acquisition of constraints and creation of bone rigging.
  • Mid Term Goals
    Movie production and game production. Import of A:M model to Unity 3D or Spine 2D motion.
  • Self Assessment: Animation Skill
    Advanced
  • Self Assessment: Modeling Skill
    Advanced
  • Self Assessment: Rigging Skill
    Knowledgeable

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  1. Thanks Rodney. By looking at Tips and prj files of Rodney and robcat 2075, I found out the mechanism of dynamics constraints. It is thanks to you.
  2. Hello johnl3d. The twinkling star is beautiful. I tried to open your prj file, but I got an error message. A message appears when it is a version 19 file. Where can I get version 19?
  3. I tested the dynamics constraints. The physical simulation of "A: M" was easy to use and evolved.
  4. The body's bone setting was 70%. I paint the line drawing with color using AI "PaintsChainer" of Japan painting color automatically. http://paintschainer.preferred.tech/index.html And using "Filter Forge" to do manga processing.
  5. Thank you Shelton. This topic will teach my research results and setting method. It is currently under trial and error, so I will tell you when technology is established. There was a mistake in the rendering setting. It was necessary to turn on toon setting and to turn off all the settings in it. I noticed that the result was different from preview rendering. "A: M" outputs very beautiful lines.
  6. I modeled a woman 's face. Eyebrows, eyes and mouth are not integrated with the head. The image is not processed. It keeps outputting as "A: M". The shadow of the hair has some errors. It is likely to be high quality with a little adjustment.
  7. It is important to place the spline along the human muscle. It becomes an ideal shape by muscle consciousness.
  8. The spline of this model is very small. The smaller one is closer to hand-drawn animation. It is ideal to reduce complicated shapes as much as possible. Because it is necessary to move the CP directly depending on the scene.
  9. I had a leaflet of "Playmation" at a company enrolled at that time. "A: M" was a user from version 4. really nostalgic.
  10. It is a female element body "Izanami" (Japanese Eve) for games that I am modeling with 'A: M' recently. Line size is 0.8, 25% of the surface color setting. Shading is done with gradient + specular adjustment. I have not set the bones etc in the initial stage yet. It is characterized by the minimum spline production. I think that this can be done only for 'A: M' which can edit CP inclination.
  11. Recently, I am researching ways to process 2-dimensional animation, line drawing animation, illustration of manga and game, commercialize material outputted from Animation Master. Little by little, I think I will announce the results. I want users who can approve actively participate. Let's make "A: M" exciting. At least I want to make this tool known to the world. It is a wonderful animation tool. Thank you.
  12. Thank you everyone.This forum is warm like home. I found a sample file of Robert. I could easily understand the structure of surface constraints. Thank you. It was very helpful. Knowledge seems to be buried in the forum. I will head for excavation. I will join this forum as well. I will report my achievement. Thank you in the future.
  13. Hello. Nice to meet you. I am Japanese animation master user.Previously I was working with a handle named Juno. I worked at a Japanese animation and game company.The animation master was version 4 to 10 users.I recently came back to the animation master platform after a long absence.I became independent. And recently I started making works from scratch.I do not have enough knowledge of constraints. Please tell me about "Dynamic Constraints", "Surface", "Bone To Spring". Thank you.
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