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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. Sprites won't show on the first frame, unless you set a preroll in the material. You may not see them until you scrub through the animation.
  2. Thanks Nancy. How about a couple of giraffes and a few trees. I'm not sure if I'm happy with the grass yet though.
  3. Turn particles/hair On in the top menu or "Shift+8" for pc, not sure what it is on the mac.
  4. Great Job! I felt like I was watching a game preview/demo.
  5. Here's the lion in the badlands set from TWO. I may use this as a base set and retexture.
  6. Thanks guys. The skin/body fur is a gradient material with the attributes set to bitmap plus.
  7. The set was from the Lara Croft image, better for the tigers, so it's temporary. I was planning on a new set for him. Something similar to the wasteland set I did for TWO. The lion was modeled with nails out, I'll have to create a new pose to retract them. I haven't really messed with the texturing on the nails. I'll see what I can do about the battle scars. Thanks for taking a look.
  8. Did some more texturing on the lion.
  9. The image Nancy posted is the correct one. Images do not embed into projects.
  10. GetTime()*-24 This expression will translate -1cm every frame (24fps). If the animation is 30 fps, use -30 as the multipler. If you want it to move more than 1cm, add a second multipler.
  11. Why not just key key the -1 on the first frame, then set the post interpolation to accumulate. If you want to use an expression, use the "get time" function.
  12. Here's using a sprite emitter (smoke2 material from the A:M cd, you can find the image needed there). It not a good representation of you mechs foot, but should give you an idea. And here's the project file as well. You could set this up in an ON/OFF pose. Then all you need to do is animate the ON/OFF pose as the foot makes contact with the ground. dust.mov dust.prj
  13. There are work arounds to be able to use the mirror constraints plugin. You would need to delete all the 2008 relationships, except for your dynamics pose, then use the plugin. Then you would just need to drag and drop the relationship folder, from the 2008 rig installer, back onto your model, just like you did to fix it.
  14. Thanks guys. Robert, I'm unable to view the image you posted, but I was able to track it down. It's funny how the pose is almost exactly the same, considering I never saw that image before.
  15. I would not use the mirror constraints for duplicating the dynamic constraints. The mirror constraints plugin will screw up the 2008 rig relationships.
  16. Nice job everyone, it came out great. Great job of putting it all together Robert. Looking forward to building the next set. A few ideas for the next one, the city street I was working on, a stage (talent show), Robert's next room or a bar set.
  17. Some how the relationships on the left side got corrupted, they are somehow constrained to your armor bones. Open both your model and the 2008 rig installer in the same project. Drag and drop the relationship folder from the 2008 rig installer to your models name in the PWS. That will fix the relationships. You will need to follow the directions again for exporting from the action. Make sure all poses are turned OFF as the instruction say, including your dynamic pose setup, in the models user properties, before creating the action and exporting. If that doesn't work, you can send me the model and I'll fix it for you.
  18. Thanks guys. Brightened the mane around the face and fixed the tongue penetrating the lip.
  19. thought I'd try converting the cougar model, from the extra cd, to a lion.
  20. Thanks Mark. Well, I guess I'm going to call this one done, I'm running out of steam. With the lack of interest in the last couple renders, my motivation to finish it is very low. So, it is what it is.
  21. Did a little more work on the tigers.
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