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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. I added some new lines to the leg script to add the extra bones needed. This would require the user to go back to a version of the model before the rigger plugin was used. This means any modifications to the model after the rigger was run will be lost. You could manually add the bones if need be.
  2. The arms work fine, as far as I know. The pose is still a slider, but it works just like an ON/OFF pose. The elbow pointer being the FK upper arm is what made the arms easy to setup, the legs were a different story since they didn't use the same setup. I have the legs working in the gala model, but there is compensation on the IK foot controls. I can eliminate this by adding a bone to each FK foot control, which would mean the user would have to manually add the bones or I would have to rewrite the script for the rigger to add it. It's not a big deal to rewrite the script, it's just a duplicate of the IK foot controls parented to the FK foot controls.
  3. Well Robert, the decision to remove it also was do to the fact I haven't been able to get the leg switch working. I've done a little more experimenting today and may have come up with something. I have the legs working, except for having the knee control in the correct position, when unhiding the controls. I also need to add the foot controls into the mix.
  4. Since noone was interested in the update, I removed the import model for FK/IK switching for the arms.
  5. Go to the skydomes properties>options and set it to flat shaded and see if it renders.
  6. The second looks fantastic, Robert.
  7. Looking much better Katt. I think the witch needs a rim light or use a fake rim light using a material, she blends into the background too much. There was a post about using the material trick, I believe Holmes wrote how to do it. [EDIT] It was Nancy, here's the link I think Holmes explained it somewhere as well.
  8. I just setup an FK/IK switch in the Gala model Caroline posted. I'm still testing it, though it seems to work with no problems, that I can see. Yes David, a drag and drop would work just fine.
  9. Thanks Katt.
  10. The slider could be replaced with an ON/OFF pose and the relationship reworked for FK/IK switching, but the rigger would not be able to write it.
  11. Thanks, I haven't had much time to work on this. I have added the teeth and tongue and textured the inside of the mouth, but I'm not very happy with it yet.
  12. Seems to work for me, David, though I didn't check to see after export.
  13. Did some more work on the orca model. Attached the flippers and added the mouth, next is the teeth and tongue. The patch count is pretty low (290), too low in fact, but it will have to do for now. [EDIT] rendered with new perspective.
  14. Looks great Mark, though they look a bit dark or too blue?
  15. What kind of issues?
  16. It doesn't effect the performance of the rig. It just couldn't name the relationship properly. They should be named Relationship1, Relationship2, etc, etc. You can rename them if you wish.
  17. Thanks Nancy. I wouldn't know where to start in painting something in a paint program. In fact, I wouldn't know how to paint something for a decal. So my options are limited with my skills.
  18. Thanks. I haven't had much time to work on this. Here's a hires render with very minor tweaks. I still haven't found a solution to the spray yet.
  19. The one problem with a patch image is, they stretch to the size of the patch (distorts them).
  20. Rendering to TGA, with the alpha buffer turned ON, probably masks out the blur effect.
  21. Here's a minor update.
  22. Thanks for the idea Robert, but that doesn't work fo what I was trying to do. I was using motion blur to give the sprites the streaked look, the whale also blurred if animated. Here's the render with motion blur turned off.
  23. Thanks guys. I tried to make it less straight, but all my attempts failed. I could make them less streaked looking, which would make them look less in a straight-line.
  24. I don't know about kickin ass, it's ok. Once you get rid of all the compensates in the squetch rig, the 2008 rig won't be needed anymore. That's why I built it in the first place, so people didn't have to recompensate the constraints.
  25. Here's a new test render, still needs some work.
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