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Hash, Inc. - Animation:Master

jakerupert

Craftsman/Mentor
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Everything posted by jakerupert

  1. Like in the "moving background" thread with John`s help, I managed to get a lag now on the orient like constraint of the trailer bone. Same problem at the start though, also added dynamic constraint, but not visible at that speed... SemitestTranslateOrient300410.mov
  2. Actually I am looking for something similar to this. These are just modeled shapes. After some more fiddeling I got an emmitor like this, But not the puffycloudshape, just a ballshape, no change of size and transparancy during exhaust... DcartestSmokePuffy300410.mov EmmitorSmoke_A_Dcar.mat
  3. Sorry, I submitted the chor also now
  4. Here`s continuing my humble efforts in mastering pathconstraints. I understood the handeling of the easechannel now. Next I tried to have a trucks trailer following behind with a lag, so I made a dynamic constraint for the trailer, but I only can see it working , when I drag the truck around the path manually, not in my final render. I wonder, is it because it`s not moving fast enough? Second, the dynamic constraint lets the trailer move to the outward direction of the circle. I would have expected to be the other way round Looks somehow wrong to me... But may be a dynamic constraint is not the right way to go here? Sorry here is the chor also SemitestDynamic300410.mov SemiPipes_DecalMaps.zip SemiDynamictest.prj SemiCarTestPath250410.cho
  5. Very nice, but I am thinking more of a streak-emmitor like I found in the attachment, but this more to the shape from my first post.... EmmitorSmoke0.mat DcartestSmoke300410.mov
  6. Sorry, seems I didn`t make myself quite clear here. My scribble was just meant to illustrate these small seperated puffy clouds, but not meant to be rendered in toonshader. Just normal fx smoke with these certain shape and animation. You cartoon clouds are looking very good though. Thank you. any mat emitter anybody that makes that puffy clouds?
  7. Does anybody by chance have a puffy cloud smoke emitter for a cartonny car, that he could post here for me to examine and use? Thanks a lot
  8. Funny, on second looks, that seems somehow familiar: Maybe like a more explicit ending of "North by Northwest" ?
  9. Sorry, I copy and pasted a second clip into the first and didn`t save under a new name, so I guess, it could`t find it`s original resources ( I could see it on my computer though, probably because it was still linked somehow (so that irritated me), but also couldn`t see it on my computer at home, the filesize, that didn`t change gave my the idea.) So this one should work now, PC Sor3 codec.... MolelandTrainTest2.mov
  10. You are demonstrating, that really pro work can be done with AM alson in the field of mechanicaldesign, where most designers use other tools for similar tasks. I wonder, how did you achieve the different linethicknesses in the wireframerendering?
  11. Not that it really matters, but it seems to me that in a model, a spline as a path starts at the end of the modeling of each spline, but maybe its simply accidental. Here`s my experiment with the reversed easechannel. Succsess! MolelandTrainTest2.mov
  12. O.k., thank you, I presumed it must be as simple as that. (Just out of curiosity: Do you happen to know, how AM does decide, which is the beginning and end of the spline? Probably which cp`s were createtd first during modeling I guess? So if I would delete that spline, and model it from the other end, it would reverse the path .( not that it makes sense to do it, if you have the ease channel) Guess the best way to find out is to try... so was merely talking to myself here..)
  13. Robcat, John thanks a lot. That worked quite nicely, except: I want the model to start moving from the other end of the spline and let it run it into the contrary direction (Excuse my english, hope you understand) How do I tell the model , where the starting point of the spline is and which direction to go? (It`s awfull, how much you forget again of certain things, when you get ocupied with a different section of AM for a longer time period, but I cannot jump that easily from modeling to rigging to animating etc. because all these techniques take there certain time to get into them.) The section I did least up to now - like many others here , I suppose - is animating, kind of sad, since our favorite tool is called Animation Master! I am eager to change that.
  14. Next difficulty: I want to take an existing spline from a model as a path. BUT I cant select this spline with the picker ,neither can I see anything in the pulldownmenue. What do I do wrong? I even hide all the rest of the model ecxcept the certain spline. Do I have to rebuild this spline as a path in the chorwindow? That would be very tiresome, wouldn`it `?
  15. Guess I misunderstood something about the pathconstraint. It is the modelbone that has to be constrained to the path....
  16. I am still struggeling with the path constraint. I have a car model sucessfully constrained to a path, but strangly the modelbone is not moving along with it, thereby causing the posesliders doing unwanted things. Any ideas, what could keep the modelbone from going along happily with the model?
  17. I enclose the project, where I did use a material effector for transparency succssesfully. Right click in chor > new effector , then create a material transparency 100 % and drag it ontop of the effector in PWS, then adjust the effector in chor, that it hides desired modelpart (arrow). (Not quite sure if it`s currently broken within AM though...) TransparentEffectorTest.prj ManniMan_UnternehmerN_Sor3_200.mov
  18. See my suggestion in this thread: "creating a line of of thing air" Why not use a transparent material effector?: Create the whole line for the animation beforehand and make it visible one by one with an animated transparent material effector. In case your effector interferes with your other models in the chor, render out just the line separately and join it together with the rest of your animation in post. See Example red line attached Attached File(s) ManniMan_UnternehmerN_Sor3_200.mov ( 375.49k ) Number of downloads: 15
  19. Incredible fast progress again at a very high level! Do you do this whole days or just aside of your regular job? I Love your unique style of your designs, especially the rhino, the ostrich the ape ..the.... well they all look great. I m a great fan. (Only minor critic: I would work on an overall final look, so that it would look less 3D, maybe with shaders or fakerimlights or matcapshaders, toonrender? At the moment your movies still look a little bit "naked", though they have some textures. I am alway struggeling with the same problem, not wanting to invest too much time in the "surface" department, while achieving an overall not too naked 3D artsy look at the same time.)
  20. Why not use a transparent material effector?: Create the whole line for the animation beforehand and make it visible one by one with an animated transparent material effector. In case your effector interferes with your other models in the chor, render out just the line separately and join it together with the rest of your animation in post. See Example red line attached ManniMan_UnternehmerN_Sor3_200.mov
  21. that`s a mechanic service robot transporting a defective mecha`s head awayfor an overhaul...
  22. Thanks a lot. Here`s the mechas moving out. The first one and most of the animation were done by Dade Bell, a very creative modeler, who left AM a long time ago, great pity.. MechhaOutBToonSmallS.mov
  23. ...the toonlinethickness seems to be dependend of the toonlinethickness of the ground. I changed that from 1.5 to 0.6 also and my model looks o.k. Don`t know, if that`s a workaround or just usererror, but seems I can live with that now....
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