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

Elm

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Everything posted by Elm

  1. I use a bulb light, as you don't have to add an aim-at-constraint, which a klieg needs to have (it needs to point at the center of your scene in each pass). The advantage of klieg lights is that you can use shadow maps (z-buffered shadows) which render faster (but don't provide the accuracy of raytraced shadows on the other hand).
  2. Oh - really? That's interesting... However, there's a few things you can do with a spinning light rig that can't be done with AO. You can use a raytrace or z-buffer light, you can use one or more rays, you can "distribute" the light's position in each pass as you like, you can also animate lights parameters for each pass (like size, intensity, falloff etc.), or you can even move / rotate and even animate the whole light rig itself in your choreography if you like. All in all I like this flexibility, and I've pretty gotten used to this technique for a while (when working with A:M).
  3. Hi! @ Rodney: The girl's dress and the italian cooks pinafore (?) cps are assigned to several vertical bones (all located at pelvis height) which then have dynamic constraints to swing around, pretending to be cloth. That's all. @stefff285: No ambiance occlusion at all. That would have taken too much time in rendering. Lighting was done with three lights - one main and one rim to give definition. To emulate ambiance occlusion, or global illunination, or whatever you'd like to call it, there's the third light as part of a spinning-light-rig, which travels up a spiral path surrounding the whole scene within one frame (at 36 passes per frame). Using 36 pass rendering had this other purpose, too: The fuzzy surface / look of the characters was achieved by using an animated displacement map for their 'skin'. That means that 36 times a frame, another displacement texture is rendered. A:M then blends these passes together, so the fuzzy, yet smooth surface develops. Greetz, Elm.
  4. As I'm not a facebook / social media guy myself, anyone may feel free to share it wherever and however they want. I mean that's what it's for. So - please, share it on as many sites as possible. P.S.: - Yes, after effects. It's not cloth simulation though, it's made with dynamic bones. Greetz, Elm.
  5. Nancy - exactly. @Fuchur: It won't be broadcasted. It's just a web-clip. What's it called anyway? Web-commercial? Dunno... Thanks for liking it gals'n guys!
  6. Hi freaks! After a pretty long abscence from Animation Master, we finally did a project again with a whole lot of A:M usage involved. It's a (web-) commercial for a company called "Lieferheld" (which some of you might know as "Delivery Hero"). All characters have been modelled, rigged, shaded, animated and rendered with A:M, backgrounds have been created with softimage and Modo. We kindly invite you to have a look at it: Lots of greetings, Elm.
  7. Elm

    Love letters AM

    Simply amazing.
  8. Wow. THAT sounds interesting!!!
  9. Sorry about the following, but this is quite complex and I would need too much time to translate this to english properly... I may do it later... [offenglish] Ich interpretier es so: Sozialkritik am Massiv-Konsum der westlichen Gesellschaften (besonders Nordamerika und Europa). Damit "schlägt" man den Kindern auf 2 Arten ins Gesicht: 1.) Zukünftige Generationen müssen sich mit z. B. Müll, Verschmutzung, etc. herumschlagen. (deshalb die übertrieben schwarzen Rauchwolken beim Auto und die hiesigen Kinder denen man ins Gesicht schlägt) 2.) Kinder in Afrika und anderen Ländern ohne Konsumgesellschaft / hohen Lebensstandard zahlen im Endeffekt mehr Geld für Grundnahrungsmittel weil die Produktion davon z. B. vom Ölpreis, der Konkurrenzsituation und natürlich sowas wie der Bio-Treibstoff-Produktion abhängt > Bio-Treibstoff kann z.B. aus Getreide hergestellt werden oder (viel schlimmer) Bauern fangen an weniger Lebensmittel anzubauen weil mit Bio-Masse für Treibstoff mehr Gewinn zu machen ist. Das verknappt dann das Angebot an z. B. Weizen, wodurch der Preis steigt (denn wir kaufen dann aus anderen Ländern zu, in denen sonst z.B. afrikanische Anbieter eingekauft hätten was die Preise massiv erhöht, etc. > Im Endeffekt läuft alles darauf hinaus: Die Erde hat nicht genug Resourcen um alle Leute auf der Welt so leben zu lassen wie wir in Europa und Nord-Amerika das tun... und um so mehr wir im Überfluß leben, um so weniger haben andere noch übrig... (deshalb die Weltkarte mit den ganzen Kiddys und das "Mehr Konsum"-Zeugs, etc.) Und ums noch zu erwähnen: Nein, ich wähle nicht die auf Teufel komm raus die Grünen .[/offenglish] See you *Fuchur* Thanks very much Fuchur! Yes, this makes sense.
  10. double post, sorry. as I said, I'm too dumb obviously.
  11. Very nice! I didn't get it though.. (hab's nicht verstanden) Maybe I'm too dumb...
  12. Do you know if that was that done via MDD or obj sequence?
  13. thanks! Do I get you right - you used blender with cycles implemented, not some standalone version of cycles, right?
  14. Interesting. How did you export the choreography to cycles? greetz, Elm.
  15. That looks great. I like his shiny shoes! Greetz, Elm.
  16. That's why I said "Uhmm"! It's definitely not in the right place. I'm at home right now, but tomorrow I'll open the chor again and take a look from a different angle. There's definitely no light in there. Maybe one more hidden A:M gem.
  17. Uhmm ... as there is *no* light in the chor, it *has* to be the result of all the reflections that are casted in the scene. So I guess you're right. Greetz, Elm.
  18. I mean everything. the walls, the floor, the ceiling, the "man". (as i said - the coloured walls in the last image are NOT reflecting. They are set to 100% ambient intensity, 0% reflection, glow ON. Glow settings in chor: radius 50, intensity 170.)
  19. Hi Folks! I fiddled around with soft reflections a bit to yet achieve some kind of another fake GI/radiosity effect: First image contains a closed room, test character and a bulb light. No reflections at all: Second Image - same setup, but everything is set to 70% reflectivity and specular size to max (10000). rendered with soft reflections, 1 level.: Third image - same with 2 level reflections: Fourth image - some cornell disco fun - no light at all, but the coloured walls turned to 100% ambiance intensity, not reflecting, set to glow. the rest keeps reflecting as above.: You might try that yourself. Greetings, Elm.
  20. ??? I didn't even vote, but I was told "thank you for voting!". Odd. Kind of a bug? Where can I see the entries? Thanks.
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