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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. Hey Mike, glad to see you're still around. I like the image for the most part, but the rays on the darkside of the earth/planet look a bit odd, should they be there?. Also, the underside of the ship, it looks as though the lighting is coming from a different light source, from the front.
  2. Thanks Steve. I'm glad someone thinks so.
  3. That actually helped alot, though I was thinking more of the diameter of the sleeve compared to the wrist. But, since you were going for the painted look, that doesn't matter.
  4. Well, I got the new finger controls integrated into the installer, still a few things I need to do, if I want to change a few things. I'm debating whether or not to integrate the BVH setup I was working on or post it as an add-on or if it's worth posting at all. I'm also debating the face rig I was working on, there wasn't much feedback on the sample model I posted either, my method is a bit unorthodox compared to others.
  5. Nice to see you back using A:M, Ken. Cool character. One thing that looks odd is the are no cuffs, the jacket sleeves and the pant legs just blend in.
  6. Put in dome and you should have no problems. Just color the dome the same as your camera background color.
  7. Here's a hires render, for what it's worth. There doesn't seem to be too much interest in dragons, so I think I'm going to call it done. So onto the next thing, what that is, I'm not sure yet, maybe nothing at all.
  8. It doesn't change anything in the installation.
  9. I voted too. They're looking great Mark.
  10. Pretty funny Gene.
  11. Another thing, once you hit apply, you need to close the weighting window. If you hit apply twice, it will create false weighting. If you edit the weighting and do not change anything and close the window, it will create false weighting. If you see the same bone weighted twice to a cp, delete both bones from the bone list and reselect it from the bone menu. The manual weighting dialog has been buggy ever since it came out, there are work arounds to avoid these issues. Steffen, I'm all for a redesign.
  12. Just so you know, the nulls can be translated and rotated on the Z axis. I never added it to the rig because there was only one person who gave me feedback, that was Steve.
  13. That's going to be part of the redesign, no small bone to rotate. a sample model is located here.
  14. Works fine in v15f as well.
  15. It works fine in v15e, I have v15f on another computer, so I can't test it at the moment. Robby's thumbs are a bit stiff, but they do work. You can also turn ON the FK controls for the fingers and thumbs to manually rotate them. I have been working on an update for the rig, which includes updated finger/thumb controls. I'm not sure when I'll have the new update posted.
  16. Thanks Steve. Here's an update. Adjusted the cave material, added a few props and adjusted the camera angle slightly. I may add a few plants here and there as well.
  17. Thanks Mark. I did have the camera lower and closer, but it seemed to make the dragon look smaller.
  18. Ok, here's what I have so far, I opted for a cave. I still need to add some props.
  19. Is the material embedded or saved externally?
  20. Here's the hero, the barbarian, modeled by Jim Talbot. Now the scene, I'll have to think about the setting I want them in.
  21. Hmm, not quite what I had in mind Robert.
  22. Here's a great dragon model from the extra cd. The model was created by Eduardo A. Gutierrez (eos). I've always wanted to make a scene with a dragon, but was never good enough to model one. So, with the dragon model already available, I can start working on a scene. I made a few modifications to the model and now I'm ready to think about what kind of scene I want to do, I have a few ideas I want to do. Here's a pic of the dragon, I'm sure some of you remember this model.
  23. This is how I do it. On the first frame, make a pose using the FK arms. If your next keyframe is in IK arms, use the switch on the first frame. Then go to your next frame that you want to key the IK arms.
  24. As for the slider drifting between keyframes, it shouldn't matter, but you can set the interpolation for the pose in the action or chor (this can't be set at the pose, as far as I know). I could set the poses to an ON/OFF pose, but I'm not sure how well that will work when you import the relationship model. I'll do some testing.
  25. Was it in the arms? I did find something I missed. I reposted the model in my previous post.
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