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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Everything posted by Fuchur

  1. Somehow he looks like he had a apoplectic stroke... But nice anyway... *Fuchur*
  2. If it is the community-window and a new chatmessage, I totally understand... If it is windows and you survived till now without turning all windows-sounds of, you are a real hero to me *Fuchur*
  3. I like him anyway... But what you are properply missing is, that the head dont end where the hair starts. It looks a bit like you rotoscoped him from a real-life-image, modelled the face and than just attached the head itself. So, long talk, short answer: I think the nose is too long, the forehead should be a bit longer but in any case at the top more narrow (-> there will be hair on a part of it) and the mouth and the eyes could be a little bit closer... (not much so...) But as I said: If you want a nice semi-realistic-character to animate something with, I would leave him as he is... and maybe make his nose and the eyebrows(->skin of them) bigger. That will give him more character. *Fuchur*
  4. Nice modelling... it looks very believeable... but I a agree on the velvet-shader... That will make the peach look more like it had a very high density fur on it... You can find the velvet-shader at your object-properties at the (I think) diffuse-shader-option. Tricky: It only works if you set the diffuse-shader to velvet at your rendering-tab too. (->the dialog you get when you try to render... make sure it is set to "advanced") (-> Dont know why.. if Hash had a reason or I am just doing something wrong... would be nice to know so...) *Fuchur*
  5. You just have to adjust the "repeat"-value of your projection-map. That should be okay for you too. *Fuchur*
  6. *.tga-sequences can be imported by AE and AE can interpret the alpha-channel too... If you dont want to let AE do that, you have to rightclick on the importat footage(image-sequence) and click on "interpret footage". No you can choose, if you want to ignore the alpha or you want to use it. Some versions back A:M didnt write the sprite-particles to the alpha-channel of the tga-file however... dont know if that has changed till now. But if you are not trying to compose something, where you would need the alpha, you can easily ignore the alpha and the sprites will be visible, too. See you *Fuchur*
  7. Yes it is made with v13, newest version available... Were you able to open the file? *Fuchur*
  8. Okay... I had a look at it... I think it is a bit nearer to the template: Basicly I used a projection-map (spherical of course) with a bitmap and I used z-shadows to get a more blurred shadow. I cant figure out, why your "ground" doesnt seem to be textured right... here it seems to be okay. *Fuchur* -> Get the projectfile
  9. Looks really phenomenal! The robots are very cool and the humans are even cooler! Very very impressive. Just to say something negativ, so I dont have to feel too small : The right foot of the robot seems to be much faster than the other... is this intended? *Fuchur*
  10. For any paper or things you can look at close, you should print with at least 150 better 300 dpi. So your client is most likely right about the 300dpi. *Fuchur*
  11. Looks cool... He reminds me of the "good" aliens of The Fifth Element *Fuchur*
  12. Hm... you may think about using a decal for the wall instead of a patch-image. Right now I see no reason why the wall should look like that. And you should give the monitor/TV a bit more details... I like the look of the game-console. It could use some bevels but it looks even great yet. The hinge at the flooar cupboard bothers me too. I would try to make two of them and way smaller. It should be places in a way, that the one side finalise with door. *Fuchur*
  13. Whatever I can see it quite well, even if the pictures are a bit washed out through the darkness. I like the camera-views... seems to be very dynamic. *Fuchur*
  14. So it's just me... Thanks for showing the prints+wireframe off. Very nice work! *Fuchur*
  15. Hm... Very good job. Anything is not feeling right but I couldnt point my finger at it. I found a image of the 307 here, which is quite the same perspective as your image... http://img137.imageshack.us/img137/4274/dsc02725bis9ed.jpg Only a impression... if you worked with blue-prints I am just wrong... *Fuchur*
  16. You have to be a bit carefull. A:M will open a new window for quite everything you do. For example a new action, model, material, etc. If you dont close the windows, there will be many behind eachother. So even if it feels strange because you could think the changes will be lost (they wont) close all the windows (NOT A:M, just the window). That will help you to run A:M more stable (sometimes you will run into trouble if too many windows are open) and you will keep the overview of your project better. I ALWAYS only use 1 window if the possibility is there. If you model and want to animate: close your window. If you animated in an action and want to transfer it to a cheoregraphy, close the action-window, etc. You can always access everything you did through your PWS. I only have one exception of this rule: Smart-Skin-Windows. There it is not really useful to close the modeling-window because you will go back very soon. *Fuchur*
  17. *grin* Inspired by Ratatui? *Fuchur*
  18. Thank you! Actually I dont now yet... I have several ideas in mind: 1.) I could use him as an old professor who built a submarine and a "make things smaller"-maschine and go on a journey through the human body... (that was the first intention I had, when I draw the first image of him with a pencil, but even the pencil-images doesnt quite look right for that now) -> the submarin is already built, as well as some viruses, blood-cells, etc. I started this project a couple of years ago and never finished it. 2.) A nordic-walking-parody where several characters "carry around their sticks" and he is the only one who really needs the stick... and the only one who can use it. 3.) A story where a children (his grandson for example) asks him about life, the universe and the whole rest he tells him about it and the thing with the frogs. So I am not quite sure now... We will see if I have enough time for one or all of the ideas I have Thanks for your comment. *Fuchur*
  19. I made a walkcycle with him. Have a look at it: Walk-Cycle-Animation (-> ->save target as) *Fuchur*
  20. @ Stuart Rogers: It's a combination of the skin-shader, a bump-map and a material with a checkermaterial with very big spec-highlights. @ Drvarceto: I will rig him at the weekend and then he will get in motion See u *Fuchur*
  21. Try it again... I changed the link above. *Fuchur*
  22. Hi! I just wanted to pop in and show off my new character. comments, tipps and critic welcome! LINK TO IMAGE (1280px X 1024, 25 passes, on my Athlon XP 2000+ with 768 MB RAM, about 1h 20min) See you *Fuchur*
  23. If you are really after liquid-effects like some people archieve with metaballs: Blobbies can properly help you... Perhaps they can, but their power is limited. But a really dynamic fluid system is not yet available for A:M. *Fuchur*
  24. There is although the possibility to group and translate objects in the Cheoregprahie, but I think this is not animateable... The much better way is to use constraints, where you can let a character lay something down, etc. A tip for the future: Compensate-Button is your friend You will know what I mean, if you are learning to use constraints. (Short describtion to constraint to objects together...: In chereography-mode: 1.) Align two objects how you like them to be aligned, for example a hand near a ball. 2.) Go to the first object and rightclick on it. 3.) Choose "New Constraint->Translate to" -> your mouse will turn into a picker. 4.) Activate the compensate-mode (-> it is most likely located at the top of your screen in the same toolbar as your translate/rotate/scale-manipulators are located. The button looks like a leg built of boxes.) 5.)Go to the second model and click with the picker on it or use the "target"-attribute of the constraint in the PWS/Attribute-window. 6.) Move the second object around and you will see that the first will follow. *Fuchur*
  25. I dont know how it really goes, but I think, that the Prop isnt touched at all... I think A:M renders the Polygones somehow and because of that, it can render it well. If you import it to a mdl, A:M tries to change the polygones to splines and that makes the problems. The advantage of that: You can change the geometry and use bones, etc. on it, because A:M "knows" how to deal with splines&patches, but not with polygones... *Fuchur*
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