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GAngus

Craftsman/Mentor
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Posts posted by GAngus

  1. OK, here is the updated version I did last night..

    There's still a few loose ends with the arm movements before & after the rabbit exits the hat but, I have almost reached the end of what more I can do with all those bad splines but WILL continue to work them out. I recall when I was first doing it, I was hopping around a lot from bone to bone and doing bone rotations in the middle too, so it's like a pile of spaghetti in there now but getting better.

     

    Next, will be attempts to finalize the end with something and a few finishing touches. I was thinking of a banner on the stage wall with a twist on "Eine kleine Nachtmusik" but as "Eine kleine Knight Magic", or is that perhaps too corny ? whatever..

     

     

    Oh yes and Robert: I'll have to try to try the constraints method on the rabbit. That'll have to be a whole new project but, one I should do.

    Actually, I used a "translate to" with the wand in his hand but realized too late that I should have added an "orient like" also and had to align it by hand during his walk, so just left it that way for now. Constraints are the way to go, too much work otherwise. -understatement-

    Perhaps run a few tests first.. BTW, couldn't I just stick a Null on the rabbit model up between his ears and just use that to constrain to ?

    Don't NULLs work that way, or am I way off.

    Thanks again here...

    KnightMagic8b.mov

  2. OK, thanks guys

     

    Im rendering out a newer version right now.

    I was able to get into the spline mode as suggested here and found a LOT of bad spots that I was able to iron out. Much smoother, as you will see in a while. The render still has 44 minutes to go (doing it over on the PC).

    Will post it a little later.

     

    Bruce: I redid a lot of spots with center-of-gravity in mind and think that it is better now. Also added a little foot kicking with rabbit as he comes out of the hat. The splines were a real mess in there. Forgot I had stretched the whole thing out in the early stages as it was happening way too fast. Man... there were jagged splines all over, in the middle of frames and even many instances of 2 cp keys on the same frame marker ! I'll keep that in mind when I do that stretching in the future. Painful lesson to learn. Right, perhaps scale/pop the rabbit thing too at the end, thanks.

     

    Rodney: Thanks for the idea, I was thinking also about the bows. Matter of fact was thinking of an opening bow but had started already.

    BTW, Is there a way to Insert say 10 or 20 frames of blank space into and already existing chor action in the front ? I tried to copy/paste the first frame into the second frame as a test but it looked like it was messing everything up so un-did it. That's what is probably nice about using plain Actions in stead of everything in the Chor. right? But, yes, I may add something more on at the end. Bows, or Rabbit scoots away fast as might most Rabbits in this situation perhaps even have the Knight pull out a bull-dozer also ! and a ton of other stuff.. could be fun. Fill the whole stage up !

     

    Thanks for the help, getting a lot out of this exercise. 19 minutes to go on the render.

    later

  3. Wow...

    Thanks guys....

     

    I'm feeling a bit honored here with all this, say, professional and even distinguished attention... really, I mean that...

     

    And for the excellent suggestions regarding center of gravity, anticipation and the new ideas to try, as well as the welcomed encouragement, which has been exciting and I am looking forward even more now to getting this project improved upon.

     

    That "boing" (stretch-unstretch rabbit as he finally pops out of the hat) thing Bruce, sounds a bit daunting at my level here but, I will try for something else there in some way. I knew there was something missing there and that idea could indeed add an extra dimension to the clip as well.

     

    And, Robert, I didn't even try any constraints for the rabbit yet, I just inched him up and scaled him, frame by frame with the knights grip (lot of top-front-side views) at that part of the scene until it 'looked-good'. Perhaps I should be glad it wasn't that obvious but, I will try to do it the right way and it will probably be easier too... but watch out for a swarm of questions with that soon, as I know those constraint things can be tricky.

     

    Finally, thanks for going easy on me, there's a ton of loose-ends in this clip, now that my eyes have been opened a bit.

    OK... Gotta get back to work now. Hope my vacation time doesn't end too soon here. Too hot out, and bad rains expected later anyway.

    thanks

  4. Did you use a special codec? I'm getting an "additional components are needed" message and no video..

     

    Oh, darn.....

    Yes, I used that "On2" codec, which I assumed was OK here, and readily available with QT Pro, as it seemed to compress the original file size nicely (was 3.5mb)

    If that's a problem I will have to explore other options.... sorry

     

     

    How about this one ?

    magic7anim.mov

  5. Just an animating exercise with some of the Hash resources.

    All done in a chor. action, and not finished yet although, any crits. welcome.

     

    I'm still trying to get a handle on this key-framing business.

    Barry Zundels CD was very inspirational for me and helped break the ice with animating in A:M.

    Showing His method of positioning the character at key positions first, using just the model bone, and then filling in the motion "in between" using the bones later, made it a lot easier.

    magic7.mov

  6. Got it !!!

     

    Gee thanks Ken, so very much, for that quick return project file with 3-jumps.

     

    I had to go back and forth, comparing the differences between the 2 project files, at first. Then I read and re-read your directive and as it turns out I was on the right track actually.

     

    One BIG difference was that in MY 2-jump file, I didn't even have a New Choreography Action created when I was trying to do what I wanted. Actually, I may have tried that at one point but deleted it just before I uploaded my example file, as it was such a mess.

     

    Any way, once I created that New Choreography Action and followed your directions, I accomplished what I wanted. So easy when you know how.

    I even added another action using the same method that gets him back to the original start position (still have to tweak it some more, but it works)

     

    I can't wait to try out this new procedure with other variations.

     

    Thanks again.

    4_jumps.mov

  7. OK, simple Chor question.

    Could use some help please.

     

    Here's the setup...

     

    1. Drag-Drop model into Chor.

    2. Drag-Drop Action onto model.

    3. Play the Chor and model performs action nicely.

    4. Drag-Drop another Action (same action, whatever, a different action would be fun too.)

    5. Play the Chor . Now the action gets performed 2 times.

    However, the second action pops back to the starting point of where the first action started and what I want to happen is, have the second action start from where the first action ended.

     

    Question: What do I have to do in the chor, to have the second action start from where the first action ended. I hope this is quite clear. Like, I want him to jump to a spot and then I want him to start from where he is and jump to another spot.

     

    There's probably a few ways to do this, but, I am trying to understand better how actions can be manipulated in the Chor.

    I've tried just dragging the model to another position when the second action starts in the chor but that doesn't seem to work very well.

    Here's the Chor file with new rigged tom and the 2 actions if someone could help me with this. A step-by-step would really help.

    (on Mac 15.0c)

     

    Thanks

    2_jumps.prj

  8. importances parameters Translate, Scale, Rotate possible to see only the action during performing.

    After cessation of the performing the action,the parameters Translate, Scale, Rotate, will newly show importances 0-0-0

     

    This complicates installing the chosenned group on exactly given coordinate.

     

    Advise please as I can hear corner of the tumbling of the selected object?

     

    Just thought I might add this bit of information here if it helps....

     

    Just in case you may want to find the absolute value positions of where each control point is at, you could open up the splines folder and the 3D positions (XYZ) of each CP (control point) will be found. Not the relative but, absolute value positions. You will not see any 0-0-0 here unless that's what you want.

    This can be a tedious adventure if there are many control points in a model and difficult to keep track of what is what. It IS, however, the next step in going deeper into exactly where each control point is at any time.

    It's the same info that the "Show Manipulator properties" function will give you but, presented in a different way.

    I just thought I would include this in case you didn't know.

    You can also edit these XYZ values directly and edit your model directly, if you choose to.

  9. just downloaded the mac-version, put the hxt-files and the tsm2 folder in my am15 hxt-folder, started a:m and got the message "unable to load plug in" for all 3 tsm-components... any ideas?

     

    I d'loaded the Mac version also but have not tried it yet, but...

     

    There is a "ReadMe" file which seems to address a special workaround Installation Instruction so it can work.

    Also, from somewhere, in the various TSM threads here, I think someone said, it may not work with Leopard or even Tiger OS's.

    The "ReadMe" file should be in the folder with the download, you could try that.

    Here's a snipit from the "readme"...

     

    { Step 4: In the A:M folder, open the pre-existing "HXT" folder. You will see six files with an "HXT" extension. These are the plugins that are included with A:M. Currently, the Mac version of Animation:Master cannot load more than six plugins. Since TSM2 consists of three separate plugins, you need to make room for it. Choose three of these HXT files and move them into "HXT Backup."

     

    Step 5: From the "HXT Backup" folder, move the three TSM2 HXTs ("TSM2A.hxt," TSM2B.hxt," and "TSM2C.hxt") and the "TSM2" folder into "HXT."

     

    That's it! When you run A:M, the TSM2 plugins will be in the plugin menu. For information on using TSM2, you can find the manual in the "TSM2" folder, or click on the "?" button in the TSM2 interface. }

  10. HeHe... I can dig-it...

    Not to interrupt the thread here but....

    Hey, it was a L-O-N-G time ago when I did that stuff.

     

    When you're young and with good physical conditioning, and work into it step-by-step, it's like anything else......

    A little at a time and you can do anything. No magic really.

    Yes, on many occasions, there are variables that one has no control over, but that's life, with it's usual challenge.

     

    There's a "system" to everything if you look at it more closely. Right?

    That includes A:M. BTW

    Once you delve into it, it's not that hard at all.

     

    Your "brilliantisland" dive looks a bit cavalier indeed, but quite acceptable in a cartoon venue and I liked it. Shifting his weight on the approach makes it much more believable.

     

    I struggled for months with various "Dive" animations but, Barry's DVD helped me a lot with understanding how to get better results.

    His "jump" tut was really great and got me in the right direction.

     

    The secret is, as has been already stated, is to consider moving the whole model, in blocks, and then refine the animation with the "in-betweens" to get the desired results.... right ?

    Right, at least in the most simplest terms.

     

    BTW, I should think that animating a bird, flying around in a 3D scene would be even MORE of a challenge.

    The turning, the diving, the constant up and down of all the things that birds do just seems like it may be one of the hardest things to animate, not to mention the flapping of the wings as well as flap-variations during turns & dives. Just the thought of it boggles the mind !!

     

    Sounds like a good future project. I hope I can undertake it sometime soon.

    Cool

  11. I did a lot of spring-board and platform diving as a kid and later on the college dive team KSTC-Emporia.

     

    With a dive from a standing position or from a spring board, the arms should be reaching for the sky as the knees begin to straighten out so that the the diver can get up as high as he can. Very important when one needs the time to do a flip or two before he/she hits the water.

    The starting position you have him in would be good for a racing dive where one would want be projected out horizontally as far as possible.

     

    I threw a small thing together here to try and show what I mean.

    It's only a jump and the timing of the shot is a little off but, if you step through the first part of it slowly, perhaps you will get my point better.

     

    Otherwise, that's a cool little dude there doing the dive.

    Keep at it, a real animating challenge, for sure.

    ThomDiveA.mov

  12. I see that you are really just getting started here with A:M , and at the risk of sounding over simplistic, I think there is a little confusion going on here and I will try to explain what I mean.

     

    I loaded in your project file "Dropship model.prj"

    In it, is a nice model of that drop-ship and it looks pretty cool.

    That's it, nothing else in that project file except the model of that drop-ship.

     

    In your post you asked "I've got a few models I made and I need a screenshot of them in action."

     

    Well, in your project here, you did not CREATE any "action" or any "Choreography action" in a Choreography, at least there was none present in the project file you uploaded.

    To see "them in action", you have to: CREATE - THAT - ACTION .

     

    That action can be created in a new Action file (in an Action window) with your model being the main character. Or, You can also just create a new Choreography and animate the model directly (in a Choreography window), using the timeline and making the model (for example) fly around, hover and land on something, land on what you say ? well, create a new model of a landing field or a roof-top heli-port type building, etc, etc. and bring that INTO the new Choreography also so you can animate landing that ship on it. Your own imagination rules here.

     

    I'm sure you have read the manual somewhat as in order to have done that model you have accomplished a lot so far. I'm just trying to get across to you how to get "them in action" for you.

    Getting back to your original question a bit , Once you you have created this action it is simply a process of (as Fuchur posted) rendering it to a .mov file that you can play as a quicktime movie later, completely independent of Animation Master.

    I hope this clears up the big picture for you but you are off to a good start with that nice model.

  13. Sebastian, it's a hair material with 2 hair emitters using an image.

     

    Wow, that looks great.

    That process you used has always intrigued me.

    Any chance of a .prj file or some tips on how that is achieved ?

    Perhaps, the question should be....

    How is an image connected or assigned to an emitter/Material ?

    thanks

  14. Yes, very nice start there.

    I started a while ago doing my whole ground floor

    and found this to be inspirational and will dig out those files

    and get going again on it.

    Looking forward to seeing some textures indeed.

  15. Phatso you need an avatar so here is one for you

     

     

    phatso.gif

     

    So John,

    what would be a general work flow for that avatar you made for Phatso.

    Can it all be done within A:M somehow ?

    Thanks

  16. Heh heh. Takes true talent to do something like that, Phatso. ;)

     

    I'm wondering how people get an animated avatar in that box.

    I have seen some amazing ones here.

    As a wild guess, it could be linked to one's own website for it to animate correctly.

    The only size restriction I read about (Caroline) here, was that it be only 64 bits square.

  17. I started to post the tutorial as a blog and am not sure if it will work.... take a look and let me know what you think ...I just started so there is not much to read

     

    http://johnl3d.blogspot.com/

     

     

    I'm new to blogging and this site ....give suggestions

     

    I also downloaded wink and could try that

     

    Hey, The blogspot page method looks fine to me and each page enlarges nicely as you click, view and read.

    Thanks for your efforts here and I am looking forward to understanding how to employ the mysterious use of Materials.

    I have often been amazed with the wild examples you post from time to time.

  18. Oh, ok, so orthogonal is the same as isometric. Great! Thanks!

     

    Hmmm... I don't think so.

    I thought that orthogonal meant a non-isometric or a non-perspective view.... like in just plain 2D flat views.. Top, Front, Side, ... etc

    Isometric is kinda similar but the view is at a 30/60/90 reference and is only a "sort-of" perspective view.

    Now a perspective view attempts to show an object as if our own eyes were viewing it in real life.

    Since the monitor screen is always only a 2D flat entity the perspective view is only a good attempt at real perspective.

    Without doing anything with the camera, in a Chor, you can still toggle into a perspective view with that reverse-backslash key.. " \ " .

    Very cool A:M feature, BTW.

  19. Hello,

    Can anyone help me with info on how I can load the Animation Master 2006 onto my Mac G3 blue tower with Panther?

    I keep getting the error message that says I need Tiger or Leopard and I don't want to spend another $100 bucks to upgrade. They told me at Fryes that it would work on Panther using a patch from Hash???

    Any help is greatly appreciated.

    Thanks,

    Scoonie

     

    Not sure if you tried this yet but,

    Way up at the top of the forum page, hit the search button with the word Panther in it

    and you will find a bunch of old posts you can weed through and perhaps find out what you want to know.

    Pretty sure that Panther AM support never went beyond version 12.0

    There was a time when I used AM in Mac OS9 also if your G3 can do it.

    Good luck..

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