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Hash, Inc. - Animation:Master

brainmuffin

*A:M User*
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Everything posted by brainmuffin

  1. Didn't Colin have almost the exact same thing in his avatar for a while?
  2. Well, I can see where the bathroom goes, it's the little room upstairs with the two doors. Bedroom to the left of it, with a huge walk in closet, that's almost big enough to be another bedroom. But I can't figure out where the kitchen is supposed to be. Is it the corner behind the island in the main living area downstairs? That would make sense, it would keep the plumbing all on one wall. It would also make for a very interesting place to entertain...
  3. I'd reccommend taking a look at Malo's tutorial here: http://www.hash.com/forums/index.php?showt...839&hl=malo It looks like the workflow he uses is similar to what you're trying to accomplish.
  4. It looks like a very relaxing place for a swim, but not a good place to get a tan. Also, for some reason, I can't look at the upper deck without seeing a giant brushed aluminum gas bbq grill, the kind they have at home depot for $1,400.00 and some fancy patio furniture. Not suggesting you put it in there, just saying if I could afford to live there, that's where I'd put that stuff. It's an awesome pool!
  5. Pongezi kwa siku ya kuzaliwa!* *Should say Happy Birthday in Swahili, but I don't know Swahili, so I'm relying on a translator...
  6. He's a very cool looking character, but the splineage on his belly looks a little weird to me. I'm wondering if it might give you trouble when you rig. Everything else looks great though!
  7. Lol! Bonked is the right word for it, that sword is too dull for anything else... And All of the images used to make those textures came from cgtextures.com so it was pretty quick to put them together.
  8. So I didn't actually finish the animation I was working on for animation class last semester, but I still got an A. Now the guy who did the voice over work for Flynn has been asking me when it's going to be done, and when we start on the next episode, so I figure in two weeks, when the semester is over, I should get back to work on it. Today I kinda felt like doodling a bit in A:M, so I made these two props, a rusty sword, and a wooden shield.
  9. That's some serious retro-futurism right there...
  10. Robcat, when you're rendering the treads, are you using fielded rendering? If not, is the crawling better or worse with fielded, I wonder?
  11. I was actually thinking about propellers the other day. I thought it would be interesting to try rendering a modeled prop spinning with motion blur, and then compositing several iterations of it in AE, then using that as a material on a disk. So when the engine starts up, the modeled prop spins up to speed, then gets replaced with the disk for full speed spinning. I'll see if I can run a quick test off later today...
  12. That's awesome! I'll take the render hit over having to rig treads any day! Is this going in the book?
  13. Well, since an .obj file is a 3d file, and .tga is a 2d file, I think you're going to have a very hard time converting... What is it you're trying to do?
  14. There was a solution very similar to conforming clothing, actually. DressMe. I haven't played with the plugin, but it seems like it does pretty much the same thing as conforming clothing... http://www.hash.com/forums/index.php?showt...06&hl=dress
  15. It's an incredibly well splined model. And you may not have been making they eyes too high, on purpose, but you've accidentally created your own style. Everything else looks good with her face, but her eyes look a bit beady. It's a general rule of thumb that smaller, beady eyes are better suited towards untrustworthy characters. The bigger the eyes, the more innocent and trustworthy the character is. This is even moreso when talking about female characters, as female characters should have larger eyes than their male counterparts.
  16. Good splineage. I would suggest moving her eyes down a bit, they should be at about the halfway point between the chin and the top of the head. Also, you could make them a bit bigger... Scratch that. I just took a look at your other characters, they have eyes that are a bit higher than normal, too. So don't lower her eyes all that much, if at all. But if you make them bigger, she'd look a bit more attractive...
  17. Hutch, I agree that a dissolve would really help. Don't animate the transparency of the models. If you have editing software, do a dissolve there. If not, it can be done in A:M, probably using layers, but I'm no expert on the compositing tools available in A:M. Also, my e-mail is llazzllo@gmail.com so you can contact me whenever you want me to help. If you don't have editing software, I do, and I'm glad to do whatever you need to get this project done well. I have school to deal with until mid-may, but even so, I can help between now and then. After about May 12, I have nothing, so I'm free full-time to help. Bear in mind that I'm finishing up an associates in Communications, and I've got several short films under my belt, plus I've been a teaching assistant for Motion Graphics and Intermediate Filmmaking. I'm well versed in Adobe Premiere, and After Effects. I just really like the look you're developing, and I want to do whatever I can to get this short completed.
  18. Why not use sprites, with high transparency, and use a bar shaped invisible emitter that moves toward the camera?
  19. You made a hole. If I click on one of the center CPs and hit , to select the spline, I get this: If I click one of the outer points and hit , I get this: Which means that you've still made the center, where you're expecting a patch to be, out of a single spline. So if I unpeak all the points, I get this: I still have to say look at the basic splinesmanship tutorials here: http://www.alienlogo.com/tincan/ It's all explained there clear as day. These tutorials might be ten years old, but they still apply, and they've taught many of us how to work with splines.
  20. Elliot: Take a look here: http://www.alienlogo.com/tincan/ Specifically the Basic Splinesmanship I & II. It's everything you need to know about how splines work. Jobe, you're cubes have internal patches.
  21. I think you just sold me on a copy of your book...
  22. Also, in the hammer clip, his front foot should make contact with the ground earlier, like just as the head of the hammer is coming out of the apex of the swing. Great characters, though. I'd gladly volunteer to do some animation on this project, just to play with them!
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