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Hash, Inc. - Animation:Master

sonofpat

*A:M User*
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Everything posted by sonofpat

  1. THE BONES: The bones as seen in the image below are the biceps and shoulder bones which function as levers in the traditional sence of bones. Note the lowered position of the biceps. This allows the arm to pivot in a more natural position when it is at the side. THE 'SKINBONES': These are intermediate bones that are children of the shoulder bones and are oriented in such a way that the CPs they are connected to mimic the skin at the joint as the limb rotates in different positions. When the biceps are at the side, those at the top rotate more, when the arm is extended outward, those at the back rotate more etc.
  2. So what are good joints made of in AM? The answer is simple - skin, bones and "skinbones". Let's start with the skin as seen in the image below. THE SKIN: The most important part is the shoulder ring as shown. In general, I tried to keep the splines as simple as possible for animation while providing details needed for the upper arm.
  3. Hi all while rigging Niomi I came up with a simple, but very effective way of making realictic joints in animatiion master without smart skin or weights. Since a picture paints a thousand words, the movies at the top of the following page gives an idea of the final results. http://free.hostdepartment.com/s/sonofpat/shoulders.html Luv Pat
  4. Hi all, Here are some shots naomi's body for your comments (warning academic nudity) I am sorry for taking so long to post but I had a run in with Murphie's Law that took my system down for a while.The ordeal has sapped all my zeal for modeling and texturing so am trying to rig her right now. I will post some images of a new shoulder setup I am testing over the week end. Luv Patos. Here is the front.
  5. Mike Hart <<Good work. You hit all the "bases"; weight, aniticipation, recoil and mystery orbs>> I'll second that luv pat
  6. a great start indeed. <<I attempted lathing the ear but found laying one down from scratch to be a far more rewarding process>> I agree 10000%. <<attaching is not my strongpoint>> Just remember to attach on one half of the face and use copy/flip/attach. working with one half of the model would save you a lot of time and labour. A habit I have found to be useful is to duplicate a rotoscope by a control drag on the model and shifting the duplicate rotoscope to one side.This scope scope would still be visible when I am tweaking in the shaded wireframe mode and can make the world of difference when trying to nail down small details. Keep splining Luv pat
  7. Changed eye colour Different hair style Luv Patos
  8. hi all, just did a quick hair test with naomi using an image mapped hair style. nothing complete yet, obviously it still needs some tweeking. i was so surprised at how good it turned out, thought i would let you all see. in her initial pose, which is based on a photo of her, she'd be wearing a hat so some of the hair would be hidden. your critiques are always welcomed. luv, patos.
  9. Great modelling as usual colin.I will sureley like to see him textured and animated. Luv Pat
  10. thank you chris, The changes you suggested are already in the "pipeline" but I do not have as much time now to work on the model as I did over the weekend (we celebrated carnival in Trinidad and Tobago up tuesday) so thing will go a bit slower now. However you will see some changes by next week. Luv Pat
  11. Great Animation. Maybe the Hash site could have a section for comercial animations like these. luv patos
  12. great model with a character all of her own. with a little tweaking of the hands as suggested the animation would be on target. I look forward to seeing more of her. luv patos
  13. Played with the eyebrows and bulging the top eyelids as alfiebabes suggested on another forum. I may have overdone it with the brows though. Luv Patos
  14. Made the eyebrows angular. Thanks for viewing luv patos
  15. bakerrod this project is really a self imposed exercise to lift the quality of my models. you see, i have full confidence in my ability as a modeler, but for the other artistic things such as texturing, lighting and composition, I could do with some improvement. this is why i decided to do an animatable virtual creation of a known individual and see how far i can push my texturing skills to the limit. this is because i believe the human body is the most difficult to model and texture. Most of the emhasis would be placed on the face, however since she will be clothed. In the end, i hope to produce a model with personality and character all of her own. that would be the crown jewel of my 8 years of toil in animation master. the reason for the recent changes is that the cheek bone in the original model was not accurate, but the old front rotoscope that i was using was not making it easy for me to nail it down, so i had to change it. attached is an image of both scopes. the new one is on the left. feel free to update your image sequence anytime. thanx to all for viewing. luv patos
  16. Tweaked the cheekbone luv Patos
  17. Fixed the eye lashes, the coockie cuts' alpha channel was dark drey instead of black. Crits are always welcomed, Luv Patos
  18. << Add some thickness to her eyelids. Maybe another spline ring around the eye where the eyelashes come out from to form a ledge where tears can rest on. The little valley that runs up from the upper lip to the nose is missing. me. Jim >>> Finaly got around to making the changes Jim Talbotski suggested and once again they made abig difference. Thanks again Jim. Luv Patos
  19. Fixed the nose,tweaked the mesh here and there. Luv patos
  20. the model is cool but the size of the head makes it off balance. luv Patos
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