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brainmuffin

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Everything posted by brainmuffin

  1. The initial test with a dynamic constraint: A simple model with one large uh... mass... attached to another mass. I applied a dynamic constraint in an action and played with settings til I found the ones pictured: Here are two vids of the constraint in action: testB.mov testc.mov I think this would work for many situations, but I still want to experiment with cloth. Just don't know how to get only part of a model to be cloth...
  2. But which stiffness setting? I have "Bend Angle stiffness" set the highest, at 40. Followed by "Shear Stiffness" at 20. lowest is "stretch stiffness" at 10. Damping is set to 0, so that the jello will jiggle...
  3. The problem I'm having when I drop more than a few is that they get 'dented'. if you look at the corner of the cube on the front left, you'll see the corner gets dented in on impact. More cubes seems to result in more extreme denting.
  4. last night in a fit of boredom I decided to play around with simcloth. So I made a cube, and after tinkering with settings, I got this: Jello1.mov So I made more cubes, tweaked the choreography, and got this: jello2.mov
  5. That looks really good at the end. Do you have DOF on? could you run off a second or two of it just in that last position without the emitter moving?
  6. I'd like to see it rendered with AO, like the FOX bumpers I keep seeing...
  7. When I took my animation class last year, someone did an amazing hand drawn piece using the free software Pencil. I put it on my tablet pc, and was making some interesting progress with it when my tablet screen developed a dead spot. But if I were going to make a hand drawn short, that's likely the route I'd go. I bought my tablet for $200 reconditioned, and now I'll have to put a new screen in it, which might be another $100. But with that, Pencil, and maybe photoshop or gimp for more advanced ink & paint, it would give the same experience of hand drawing everything, without the expensive equipment, & time consuming camera rendering...
  8. Yves posted some stunning topology some time ago too...
  9. Thanks Nancy, that should be a good start. I see there's also some hand gizmo tutorials there too!
  10. I'm trying to improve my rigs. I can make a simple rig with IK legs and FK arms, but I'm at a loss as to where to go from there. I'd like to be able to rig and arm capable of IK/FK switching, for example, but I've no idea where to look for instruction. I remember long ago (back when there was still an ARM) there used to be more advanced rigging tutorials, but they seem to be gone now. Does anyone know of anything that might help me?
  11. I finally found a link to it: http://www.cs.cmu.edu/afs/cs/project/face/www/facs.htm It's apparently a good reference to have for rigging and animating faces.
  12. Very cool! Love the look, and the simple splineage!
  13. Some small progress... She has a middriff now, and a belly-button... and some clothes.
  14. Thanks guys! Matt, I'm definitely going to make the hair cloth. Probably going to be longer when she's finished, too. I might even experiment with cloth for her bosom as well...
  15. Lol! They're actually a lot smaller than some of the references I have! Once she's done, I'll make the size adjustable with a pose slider. Just wanted to make sure the mesh could stand to be that big...
  16. Made some more progress. chest is done, Shoulders need work. Made the jaw a bit smaller, it was easier than making the top of the head bigger.
  17. Just a quick technical answer: There IS such a thing as "exploded view" in real life. http://en.wikipedia.org/wiki/Exploded_view_drawing
  18. You could be right, Jake. I'll play around with it tomorrow night.
  19. Haven't had time for more modeling, but I did an AO render, I think this is going to be the final look, but I'll play with the "fake AO" for animation renders...
  20. I had thought about that... but I think from certain angles they would look funny.
  21. Yup, that's exactly what I did... Should it be reported? I'm going to continue with the workaround, I'm thinking of using a gradient for the transparency on the bangs, might even give them pointy bits on the ends.
  22. DressMe is here: http://www.hash.com/forums/index.php?showt...&hl=dressme Some slight progress: I couldn't get the anime eyebrows material to work. I even put the occluded by eyebrows material on the bangs. Does it only work with a toon render? as a workaround, I made the eyebrows a little thicker, and made the bangs 15% transparent.
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