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. Incredible welldone model!!! The only thing , that gives it away as a 3D model is the dryness of the wheelgear, where in realworld would be some oil visible. But as technology is evolving, you might be able to add that some time in the future.
  2. well, that looks perfectly right to me.....
  3. no, I am "flying blind" for the time being. Maybe its best to look for a good tutorial in how it is really done first....
  4. I am trying to get a hang on weigthing right now... and find that I unvoluntrily loose the weigths again once in a while, that I just did before... also I once had all my bones doubled and I don`t know, what I did wrong. Any hints from the weigthwranglers around here, how to avoid these traps?
  5. Hi Gerald, great work! I see some commercial potential in this! Also your litte hitboygame is very impressing considered the amount of time invested! Looking forward to your further explorations of that great pipeline!!!
  6. You are completly right, its just that much of the developmentpower will come from the gameengines and their specific needs and the rest of the 3D-software will profit from that boost.
  7. Hi Gerald, In coming back from my summervacation to Denmarck ( a very nice country indeed with very nice people and so near to my place!!!) I am finding your very, very interesting experiments. I will try out your game tomorrow at my workcomputer. All this is very promising. I read an article in 3D world mag about the future of 3D in about 10 years and they stated, that moviemaking by then would be most probably realtimebased, so that moviemakers could do their projects in realtime, meaning that the gameengines will be the pacemakers for this development. AM could be probably good for that also, so its a pity that Hash doesn`t have enough resources to spread into that field, but maybe just make the AM formats export directly into unity would help also? There once was some contact about this to some guys from unity, if I remember correctly.... (>("although" created with A:M) Don`t take me wrong, I would like to be corrected, too, in order to learn the better....;>) ) see you Jost
  8. Thanks a lot! How do you handle it, in case we should need one of these for a commercial project?
  9. With the lately rapidly growing markets for smartphones and pad-devices there should be a abundance of need arising for non pixar quality animation like for education, game entertainment, marketing and advertising. Therefor I am quite optimistic, that there will be more work for aspiring animators in that fields even in high cost countries like US and Germany.
  10. after finding my words again, I just can draw my hat!!! And you seem to have approximidated the building to the actual buildings also, right? What pictures did you use for that?
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  12. Thanks a lot Bobby! I added a little bit of timing in a breeze... Ehh...when would it be better to combine, when to replace? (For my animation I choose replace...)
  13. Yes, and so easy to achieve..... next thing, I have to find out though, is how to set the duration of each layer/frame in Gimp individually to add a little timing... Maybe you know the answer Bobby?
  14. Hi Bobby, Since this thread has ended anyway, I might kidnap it kind of . I tested your anigif gimp way for one rough chapter of my story and hey: its a quick and easy way to previzualize! Thanks again for the advice!
  15. I must say, now with your postproduction improvements you are really making a big leap from an average (sorry, don`t take it wrong, just lighting) 3D look to a really profesional 3 d short film look. So it will add a lot to a potential succsess of your promo-clip.
  16. Hi Roger, this sounds very interesting. I will be following this! Jake
  17. Interesting style, but why would be the riggprocess be more complicated?
  18. so coming back to my question from above: It would be interesting to know, if some of the most common riggs are better suited for gameexport then others. Maybe, that`s were the simple rig or 2008 rig have great advantages compared to the TSM and squetch rigg? if I understand that right, the fewer bones and constraints a rigg has the (ligther) better it will be suited for export to a gameengine, right? For humans, that would favor the light rigg, I guess?
  19. It would be interesting to know, if some of the most common riggs are better suited for gameexport then others. Maybe, that`s were the simple rig or 2008 rig have great advantages compared to the TSM and squetch rigg?
  20. I just did and could also try the gamemodel pipeline. Seems to work quite good so far. What a funny and original way to protect their software. Thats sure a good reason to spend the 50,-€!
  21. >DirectX > Fragmotion (quite inexpensive, well known in the game-industry) > Milkshape (free) > FBX... that is the possible pipeline... See you One other question. Do the exported x.files do have similar problems with fivepointers and hooks like the holes in the objexport and do you have to rework that in fragmotion or milkshape? > Milkshape (free)
  22. I also installed milkshape and can`t detect an direct x inport either just export. How do you guys manage to bring in the x.files?
  23. I will experiment with the milkshape-pipeline and Paul you answered: >It is along time since I tried Cinema 4D but checking the Unity website confirms that it still supported, though C4D 10 has a problematic exporter. See the bottom of this page for file compatibility and a link to a work around for C4D 10: but Is there a special plugin because C4D wonnt recognize and open it or is milkshape the only (lowcost) way?
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