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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Everything posted by Fuchur

  1. Who knows? Anyway here comes take 3 of the Plompers! If you didn't watch the first two, please do that before watching Take 3. It is a continues storyline - but you can still watch each episode separated. Link to PW3d: Work > Plompers Take 3 Have fun! *Fuchur* No comments on the third animation at all? Was it that bad? *Fuchur*
  2. Animate it by hand... will be faster, easier and can look as good as a cloth-simulation and the setup to get it right. *Fuchur*
  3. Who knows? Anyway here comes take 3 of the Plompers! If you didn't watch the first two, please do that before watching Take 3. It is a continues storyline - but you can still watch each episode separated. Link to PW3d: Work > Plompers Take 3 Have fun! *Fuchur*
  4. Looks like a job for v16 netrender. Do you have a multicore cpu? Looks impressive! *Fuchur*
  5. Dof is done in post right? I see a blue glow-like area there. Depending on your cameramovement I would recomment to useA:Ms dof with a high multipass and since that normally takes forever to render (especially with dof) I would separate the foreground and background for that shot. May be this will solve the problem and will although get rid of the strip-like look on the blurred plants... (so I dont know that). Separating fore and background could even work better with the post dof approach since you would not have to use dof at all but you could work with a simple blur filter.... *Fuchur*
  6. Looks very very well! Keep on rocking! *Fuchur*
  7. www.hash.com/reports You'll need to register there again. Be sure to choose the right version when before you start entering info. And make the report as detailled as possible... even a click to deselect something can be important to reconstruct the error. The more details the easier to track it down and the faster it can be solved. See you *Fuchur*
  8. Yes, use a Pose or even better: Create a null-object in the chor, select the bone of the tank turret and apply a "Aim-At"-Constraint with the "Null"-object as target. Now you can move the null-object around and the turret will follow. For an even better rig you could do that in a pose and limit the up- / down-movement with a Euler-Limit-Constraint... See you *Fuchur*
  9. Exactly what I meant... peak the whole cp and use the bias-handler afterwards to create the curve you want. For a long time I though peaking would mean to not having a bias-handler afterwards or at least not being able to get a curve, but that is not true. Found that out maybe one year ago... See you *Fuchur*
  10. Each update is the full version of A:M. So if you download the latest v15 it will contain every update before. If you've got v15 you can even update on v16 RC now, if I am not wrong. (depends on your licence-method, CD version owners may not be able, but subscription owners can update) See you *Fuchur*
  11. Looks great! *Fuchur*
  12. The length of the bias handle can be manipulated individuelly by pressing shift and grabbing it with the mouse. If you need to break direction too you have to peak the cp and use the biashandler then to create an arc again. Peaking does not mean not manipulateable but only sets the cp toa more manual mode. And standard for the mode is straight and edge but u can change that at any time. *Fuchur*
  13. Merry Christmas to everybody here See you *Fuchur*
  14. Depending on what you are after there is although a Plugin from Steffen which does place models in a chor like the duplicator-wizard does in a model-window. Multiply / Multiple Models See you *Fuchur*
  15. You should show us what you've got so far, so we can help you better. *Fuchur+
  16. Valid point... I think it would have to be changed and needs to not use the emblem of the company. See you *Fuchur*
  17. I see it the same way: If it is a modelled car with A:M, a character or an abstract image created with A:M I dont have a problem with that at all. As long as it was created with A:M it can be something else. Let it just look well. And since there will still be a voting the majority will still say what it should be. I would like to see an abstract cool looking splash-screen. For an hobbist it doesnt make a big difference and for people like me, who are using A:M in a professional environment (too), I think we would be happy to be able to show the start of the programm to the customer without having to tell them why there is a toon-looking character on the screen. (I like the character, but in these situations it is really not helpful). See you *Fuchur*
  18. I like that one very much... nice looking character, nice storyline and even in this pre-finished state it is looking great. Polish it a little bit up and it will be extremly well received. Keep on rocking! See you *Fuchur*
  19. - The higher the patchcount, the lower the realtime-performance. - The higher the patchcount, the longer the rendertimes, SO this is only true to a certain amount. If you have to move the camera very very close to a patch, the calcuation will rise up, so in such situations a few more patches can help. - High patchcounts render faster than displacementmaps (if the created geometry should be the same and the patches are used wisely. - Animating / Rigging / Texturing higher patchcounts is harder than animating smaller patch-counts. That is all I can think of right now... there may be more to that so... See you *Fuchur
  20. Very well done! The complexity of the whole thing is really amazing and outstanding as well as the style you've got there! You should consider including some soundeffects so... it would give it the last little touch! Keep up the good work . See you *Fuchur*
  21. Thanks guys... Just to show alittle more of what I am working on... See you *Fuchur* v16_great11.mp4
  22. It is too bright than... If you render an EXR you should be able to bring it back into visible range. *Fuchur*
  23. - Double-Post -
  24. It is a material. I used a checker-material and gave it a bump-value. Using materials to create bumps is always a good idea if you can. They are always without seams, etc. and can really easily be adjusted. For the other materialproperties I created another material and used there a silver-like color (so something like grey), a reflectionvalue in combination with the Environment-Shader and an image. The image just uses a blury white sttrip on a black bakground. Like that you get a nice reflection on the object. I tend to use a reflection fall-off and a blend-value for the reflections to limit rendertime and get a more lifelike reflection. Fist I tried a reflecting element, but I couldn't get that to work, so I didnt use that in this image. The ground does his part on this little animation too. It is blended with a transparency-map so he fades out spherically to the borders. You can see the effect when the camera is slowly moving. Then I used a light which is connected by a lightlist with the letters and shich gives me another helper. THe light is animated so that there is a great highly on the letters. and has specularity only. *Fuchur*
  25. Hi! Another small animation with the plomper... It is really a small one, but anyway I think it is fun enough to show. See you *Fuchur* v16.mp4
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