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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. Robert, there's not going to be an option for outside. This set is only for the transitions between scenes. The transitions will zoom into the room. This will be too much to render with a full set. I could redesign the set to be more like what Nancy showed in the trailer, a large courtyard with the the walls and windows all around it.
  2. Here's what I had in mind with transitions between scenes. This could be zoomed in closer so you don't need a window for the set that you animate in, all you need is a room. We could render out a few variations of it. This way the participant can setup "their" room anyway they want, with any props they want to use. And light and render as they please (except for camera settings). Or should there be a base set "room" with lighting already setup for them? Apartment2.mov
  3. You can alway rename it "Peeping Thom", if you go the route of the binoculars.
  4. Yeah, but that can easily be changed and fire escapes added instead or something.
  5. This is along the lines of a set I already started to build (not finished though). All you need is a room setup for the participant to animate in. Then someone can animate the camera to zoom in on the rooms for the transitions to each animation. [EDIT] I brought this up in another thread, but no one seemed interest in it.
  6. I've had no problems with a laptop for years. I bought my first one when working on TWO and haven't looked back. I have no desire to sit behind a desk anymore.
  7. Cull hair removes hair from the group randomly. This allows you to set the density high and then lower it to give it a more natural distribution. 100% culling will remove all the hair or at least most of it. So you may have saved the material with 100% cull hair or saved the model with it set in the shortcut to the material.
  8. Looks great Steve, though the chest looks a bit pumped up for a little kid.
  9. Looks great, David! Looking forward in seeing it all textured.
  10. Looking forward to seeing more of your work, Jeff. Glad to see you back.
  11. Does the mirror mode tolerances even have anything to do with CFA?
  12. As you can see, the X-pivot is not 0, even though the group pivot says it's 0.
  13. As I said, it CFA'ed fine after scaling the center spline to 0. This is from the project from A:M reports (I changed the color of the model). I used the scale manipulator and the show manipulator properties to scale it.
  14. If the center spline is scaled to 0 on the X axis, it CFA's fine, as I said in my previous post.
  15. Once you delete half the model, select the spline down the center of the model and scale it to 0 on the X axis with an X-pivot of 0. Hooks and five pointers have issues next to the center spline, so you will need to fix them after the CFA.
  16. I don't know Paul, I think with some tweaking it could look pretty good.
  17. Yes, but now they would've to, they don't have an option.
  18. The only problem I see with this is, participants have to model AND animate. It could take alot longer for them to get ready. I see these community projects as "animation" exercises. It's a nice idea though. What if we have a "scary set" (graveyard?) with 1, 2 or 3 monster models available. Then they can animate any model they wish near the graveyard and use the available monsters to scare or what not.
  19. Can't view the file.
  20. The "aim at" constraint will not allow you to rotate the leg, only on the Z axis. You need to animate (translate) the knee target to position the leg.
  21. It looks like he's lifting the cane too high and I would keep it more vertical (less rotation).
  22. When using the knee target, you shouldn't have to rotate any of the leg bones. You should still be able to use the roll handles though.
  23. Looking great, David! Looking forward to seeing the final set.
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