sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! 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
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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Everything posted by Fuchur

  1. That's cool, then. I'd come to the conclusion that there seems to be a podcast for just about anything you can think of, so I assumed A:M might have one as well. No biggie! I do see there's the chat box inside A:M and I've been logged in there. Hasn't been anyone else on though at the times I have. Is that used with any regularity? Would be cool to get to talk "real time" with some other folks. It is being used. Robert may not use it, but I like it too. It is a personal way to communicate and sometimes it really is helpful. See you *Fuchur*
  2. Can you search for them there? I have looked for the titles listed in the first post and I haven't found them either. Good that you ask about it... any updates? I am quite sure we can upload them to the FTP of Hash or even place them on the Video-Tutorial-Page of Hash.com. It would be great to get them on the page somehow, so Jason any updates on that? See you *Fuchur*
  3. Welcome back Mike . Nice that you are back and it will certainly be fun . Best wishes! *Fuchur*
  4. I already knocked out the background of the image for Steffen and sent him the image with an alpha-channel, however it would be better to have the original image with an alpha-channel. See you *Fuchur*
  5. now that you are saying it...
  6. Good job everyone! I would have loved Al Capone as a mascot . See you *Fuchur*
  7. Very cool this p3d.in-Website with their WebGL-Player which Robert uses for some stuff. Have a look at this I tried it with my new character I am currently working on: Gremlin Wizard Exported with the OBJ-plugin with Subdivision-Level "Variable". You will need Chrome or a new version of FireFox to see it. See you *Fuchur*
  8. Cool. Don't forget to use Chrome to see that, FF stalled. Big house dude! Sorry to hear of your dilemma. Keep us posted as of the progress, I too have a large roof that will need to be redone in about 5 years- I am interested in metal roofing. Will you have some friends to help you out or would you hire some young kids to help with the extra manpower? There should be at least 2 people involved in case something... happens. My firefox is now able to view that. FF 13.01 See you *Fuchur*
  9. Get well soon Rodney . That must be the first project I see from you in month Looks promising! Keep it up! See you *Fuchur*
  10. Hey Gerald! Have a great one! See you Gerald
  11. Wow robert... that are really large hailstones... sorry to hear that it somewhat killed your roof. But nice test! But sounds to me, that you will need more than one tarp for that. See you *Fuchur*
  12. I often do it, but really basic... for instance a closed tube with some CPs moved around is giving not the worst tooth. In really almost any situation (if you are not doing any kind of dental animation of course) it should be more than enough. It is absolutely overkill to create the tooth roots... and it is very likely overkill to create the smallest details of the teeth. See you *Fuchur*
  13. Thank you guys&gales! i had a good one. And if u like to learn the german accent: you *grin* (it is really hilerious if you ask me ) although have a great day and thanks again! *Fuchur*
  14. Jep, best wishes and may the tinkering continue! Have a fun day! Best wishes *Fuchur*
  15. Extremly cool Charles! Keep us updated about that other steamengine in the back! I'll buy a 3d-printer myself in the near future and I am always amazed on what is possible to be done with these! See you *Fuchur*
  16. A:M Reports is the right place to go: LINK See you *Fuchur* PS: You will have to register again over there. Your forum-login will very likely not work.
  17. Really amazing Nancy... I especially like the hair-style of them and of course the character you give them is really amazing too! See you *Fuchur*
  18. Import it as a Prop, not a patch-model (that will not work properly and will decrease performance noticeable). Use the chor-implentation which is the faster and more useful one (at last for me for me). It is wise to have a solid knowledge of patch-continuity before starting to use this feature. It really can help a lot to find the right form, but if you built continuity-problems etc. into the mesh you will have problems later on. The typical approach is to search for the "extrem"-points (highest / lowest) on the surface. These will very likely be the once you need to create the patch-model with. And you can of course move points around on the surface in shaded-mode to see, which position is the best. See you *Fuchur*
  19. Very cool looking guys . See you *Fuchur*
  20. Finally found the time watching it. I liked it. One thing that bothered me however is the extremly fast movement of the head and the chin at the same time. In combination with the bump / rouhness / (whatever you used there) it is a little distracting. I know that it looks more like a puppet then, but it is jut too fast for my brain. Only doing it on the chin or decreasing the bump/roughness could get rid of that effect. Anyway: I liked the story-telling, the jokes are sometimes really hilarious and the characters are really captured very well . Good one! See you *Fuchur*
  21. That is what retopology is all about. You need to define the spline-continuity... that is, what it is all about in the end. See you *Fuchur*
  22. Yes, you can do that quite easily. I tried it with poly-models up to 200.000 polygones (if I am not wrong). See my website for a video-tutorial on it. See you *Fuchur*
  23. Booleans? I remember (very deep somewhere in my head) that using two booleans above eachother will invert them, right? (maybe I am confusing it with another software) See you *Fuchur*
  24. Jep you need to be careful there. In Modelling-window, you can easily use the lock and the hide-feature to solve those problems. Somehow it is much harder for A:M to calculate it in the modelling-window. I am not sure why this is the case. Steffen can tell you more, but this is a known thing. In general, you need to be aware which surface you are at with your mouse. See you *Fuchur*
  25. What you did wrong was this: In the chor, go to your PWS and click on your empty patch-model. Then click on the "Modeling-Mode" (F5). If you now click on the Add-button, you will create new CPs in the empty patch-model while being in the chor. That is the way that should be used for polygon-models as references. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Snap-To-Surface is also very helpful for creating for example cloth for characters, etc. For that you can use Snap-To-Surface in the modelling-window. First model you character, then use Snap-To-Surfac ein the modelling-window too model cloth fitting the body. Info: Note that you can set a distance-value for the snap-to-surface-tool now (I think from beta 4 or 5 on). The Option for that can be found at "Tools > Options > Modelling > Snap to Surface Offset". Hope that helps a little. See you *Fuchur*
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