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

jakerupert

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Everything posted by jakerupert

  1. Hi Nancy, Thank you for testing. You had all the settings set in the models property like I did , right? and changed the transparency in the blue group properties from not set to 20% transparent, correct? not in the model properties? (Forget it. Doesn`t matter anyway...) Sigh, I simply don`t get it, what the difference on my computer could be.....
  2. it`s all quite basic for testreasons. The toonsettings are set in the properties for the whole model. The transparency I change in the properties for the blue group which has no toonsettings set. Tested in render mode and render to filemode. nothing special in rendersettings, just toon on and multipass 5x, getting the toon from the model settings See attached pictures. Have you tested it like that?
  3. That`s how this thing started 10 (sic) years ago. Tried to create a simple shockwave "sink the ship" online game in Makromedias director. SpacepanzershipTest120820.mov
  4. No, no animation in that chor at all. I can reproduce that on all my models. Have you tested it in a chor? Are you on PC with 15j ? Here is the chor, just the default chor with the model inside... ToonTest.cho
  5. Hi everybody, Since there`s no special game section around here, I am going to post my questions here. I would like to do some quite simple little online games, I don`t need realtime 3D ,so a real gameengine would be overkill. What`s in my mind for instance, are some imagesequences you activate by mouseclick or rollover, for example on rollover the figure starts to walk, then when you click on the character it jumps in the air, also I would need some kind of clock for the timelimit and some accidental generator that the scenes get exchanged from click to click. I think all this can be done with Macromedia directors Lingo and put online with the shockwave player. But since this program is kind of outdated and not being developed any more, I wonder if there are better more futuresafe many platforms compatible solutions out there. Flash comes to my mind immediatly, but it`s quite expensive, also action script seems to be quite hard to learn. Does anybody know anything about this topic? Is Flash the only and best solution? Maybe Swish could do this also? How about the solutions from Microsoft, silverlightning it`s called, I believe. Since I am no programmer , the best thing for me would be to find a solution, where I could simply click the programming together from modular building stones. Any hints in the right direction would be very helpfull. Thank you.
  6. Maybe you are right. I tried to simulate a hyperfast movement of the spaceship by stretching the stars in the background. Doesn`t seem to work that simple....
  7. I have to correct myself This phenomenon is on every model, so it must be an issue the current version has with the toonshader together with transparency. Guess Yoda will take care of that with the next upgrade.
  8. I have a model, that is driving me crazy. When I change the groups transparancy to twenty for instance, it changes the thickness of the toonlines as well. I didnot have that on any of my other models and cannot think of anything that might cause this. Any help anybody? blobby090410.mdl
  9. Spacebattleship TSS TERRREX delivering a full broadside... TerrexBroadsideSmall.mov
  10. You are completely right. This was merely a simple test, if such a huge chor (file- and scalewise) would render properly at all (and of the overall looks) At the moment I am struggeling to add more then one constraint to an object, so there may be some limitations in the further handling of the chor....
  11. The jousting field with spaceships, mechas and humans, all modeled scale to lifesize and put together in chor. I was very pleasantly surprised that AM renders all that without complaining even in full hd. The scales of the round artefact in the back is really huge as you can see from the sideview. PlatformTotaleSmall.mov
  12. Another test of non-toon and toon look with some speedlines... AntwortSpeedSmallS.mov AntwortSpeedToonSmallS.mov
  13. Further testing the overall look. This is a mixture with metalic materials and toonrendering. Maybe that`s it... SumoSpeedToonSmall.mov
  14. >The first thing I notices is the stars do not move in the background. Maybe if the star field went by with different stars moving at different speeds so some look close and some farther away would add some feeling of movement. (Maybe I could add some watching marines in the foreground, that would give a feeling for size also) But I couldnT loop the movie then anymore... to animate it in the chor. Havent done any compositing yet , though I have Magix Video Deluxe, I still have to get aquainted with all its features.
  15. Whiz lines like the "Road Runner"...that would do the trick, I'm thinking.
  16. >I think it could benefit from something that gave the impression of movement on the characters as they fly a little more though...like a fluttering banner/scarf/whatever. The speed lines do some of that, but I'm thinking that a human character would have some movement in their hair or something, which, robots wouldn't have. Maybe some Swoosh like stuff, that trail swords in games could bring the proper effect.
  17. After a long time, I came back to a project of mine , that I had left , when I run into too many difficulties. So now I did some more tests for it with very promising results, since AM or better me with AM are now capable to render even Full-HD sizes in a reasonable amount of time. I am still not sure, if I should go with a toony "Manga/Anime" style or go for a 3D look. Tending more to the later at the moment , while at the same time not wanting to do that much texturing work, I am testing procedural textures (materials) and fake rim light for gaining a "non nude" 3Dlook . critics welcome... SumoSpeedlinesToon.mov SumoSmallDark01.mov
  18. >Isnt this what the Null-Shader does? *Fuchur* By dragging this group up and down the grouphierachy you can switch the other groupmaterials on and off. To deactivate decals too, you will have to create a pose though.
  19. As far as I understand this discussion, Malo thinks, that a kind of retopology tool or plugin for AM would be great, working in that way, that you could redraw splines ontop of a polybased 3D rotoscopes with the help of a "snap to surface" function similar to the "snap to grid" button. I don`t know anything of programming, but maybe it`s doable with a reasonable amount of work? On the other hand, I think it would be more important/usefull to make the AM displacement "animationsafe", so that one could use the polygon sculpting tools with AM for animatable characters as well....
  20. Excellent help. Thanks very much.
  21. I am looking for two things, I would have expected to be simple in 3D: 1. It ocurred, that I needed an animation rendered backwards, so I thought maybe just setting in render the frames to start from frame 30 and end frame 0 for example, BUT..... that´s not accepted. 2. I just want to flip the cameraview, so that the chara doesnt run left right but right left. Thought about scaling the x value to minus something, BUT.... there is no scaling for camera. I know , both this could be done in post, but my question is, is there an easy way to do this in AM, that I have overlooked?
  22. Seems it had nothing to do with quicktime or single imagefiles. Guess it was one of my older models that had internal patches. I presume that maybe the lightbeams can get caught there somehow inside the model, where they rebounce endlessly such stalling the render? To illustrate the dangers of internal patches I post a model of a hangardoor from the times I was carelessly extruding away. Note that in picture A you don`t see anything odd or unusual. But in picture B you can see the internal patches. (That`s why I nowadays always model with "show backfacing polygons" OFF, it´s ON by default, maybe I should better be the other way round. So when you detect later on, that you have created these internal patches accidentely, you can easily delete these spline by coma clicking them and hit the delete button. So all seems to render away quite smoothly now and I am really stunned, what AM (and me) is capable to render now, really huge scenes size-and patchcountwise. Think I will be able to post some examples soon.
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