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

nimblepix

Craftsman/Mentor
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Everything posted by nimblepix

  1. Man, this is gorgeous! And I love Bill Mauldin's low key humor. You've got a nifty combination going on here.
  2. Soccerball.mdl Here's an old soccer ball that someone made.
  3. Cool! I'm looking forward to seeing the results. : )
  4. Because a treadmill track is fairly flat, just animate the texture moving around it, not the tread itself. You don't even have to worry about having a seam on the texture because a treadmill has one. You can make the track frames (including a pre blur) in an image editing program like Photoshop. Save the files out as sequential targas or a Quicktime Movie (animation compression) and bring those (or it) in as a texture on your treadmill track. You could have two layers, one for the texture map, another for a bump map. Here's an old file with a moving texture applied. topSpinning01.mov
  5. nimblepix

    LiteRig

    Thank you Mr. Holmes.
  6. Using Ken's view above . . . I've found that if you have some things that don't move in the shots, you can get away with a high number in the "key frame every" box. Try 200 if that's the case, and watch the file size drop.
  7. I really believe in modeling with clay before modeling in A:M. There is more of a one to one relationship between the two than drawing and A:M. You can also bake clay models (Sculpey) and draw splines on them before modeling them in A:M. You can erase the spline marks on the baked model to try different ways to build your model before going into the computer. Good modeling to you!
  8. Who needs luck when you've got the skills. And you do.
  9. Beautiful! Thanks for putting these together.
  10. Just went in to this post for the first time. What an amazing example of dedication to a large and intricate project. Wow10 You are an inspiration!
  11. Caroline, Thanks especially for that last link. http://hashlinks.wordpress.com/ Lots of very helpful information for becoming a better artist/animator in there. Thanks for gathering it. And of course Rodney's great contribution to the cause is legendary. : ) Thanks Rodney.
  12. "I pulled the cp back away from the center as suggested and it gave the palm a better look" This should be done on the knuckle side, not the palm side.
  13. Try bringing the splines between the knuckles down and away from the fingers a bit. Take a look at your own hands and notice how much bigger your palm is than the back of your hand. There should be a big slant from the space between the knuckles to the palm. If you're going for realism that is.
  14. Jirard, Neat, I helped in a small way. I've been looking at walk cycles a lot more lately. One thing I've relearned is that after the initial hit with the front heal and then having the front of the foot come down, the knee flexes again. It really can add a lot to a walk cycle.
  15. Cornbread and hillbillies . . . just the thought of it makes me smile. I'd like to see you do more like this. Great idea!
  16. Wow, that's really high quality work! Great job!
  17. Pretty spline heavy if that face isn't going to be making any mouth movements or expressions. There is a troublesome spline area on his right temple. Are you making both sides at the same time?
  18. Looks great! I think it's way too long though.
  19. Man, I hate drooling on my keyboard when I look at stuff like this. Nice job Eric.
  20. This is really looking good! Looking forward to a lot more!
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