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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. Images do not get embedded.
  2. Thanks Paul. Yeah the bats fire needs some movement. I could just rotate the head bone to do that.
  3. Well, I had issues with sprites, they don't play well in a toon render, so I'm sticking with the streaks. For now, I'm calling this shot done, til I have more time. I have alot more shots to work on.
  4. How high do you have the displacement % of the map? Try something like 10000%.
  5. Thanks Steve. Here's a test render with particles. Add the moon and setup the bat wings so I can randomize the start of the wing flap, so they don't flap in unison (pose slider adjusts the lag of an orient like constraint on the geometry bones to an expression bone). I'm getting render artifacts from the streak emitter. Most likely because of multiple copies of the same model. I may try sprites instead of streaks, will probably render faster too. I might add an expression to the rate of emissions on the particle emitter, so it's not a constant flow of flames. The bat model still needs work on the rigging. I want to set it up so I can set the bats on pathes in the chor, right now the model bones are animated, unneeded key frames. Still lots to do, but getting close. bats.mov
  6. Thanks Holmes, still lots to do.
  7. Here's a shaded render of the scene, no particles. I was testing the wings, animated with expressions. bats_shaded.mov
  8. Hehe, I like the last shot with his legs in the air, too funny.
  9. Thanks David. I made some changes, opted for modeled background trees instead of the layered trees. I'm rendering a test now, no particles though.
  10. mtpeak2

    For Mark

    If I remember correctly, translate constraint only on the body null to the BVH hips (?) with compensate ON and only use orient like constraints on the rest (no compensates).
  11. I've been working on a scene for Katt. I've added the sky (clouds somewhat animated), layered background trees, lighting and made some adjustments to the fire material for the bats. If I have time, I'll render the scene. How does it look?
  12. mtpeak2

    For Mark

    I've had it working fine with the 2008 rig (trying to add this as an option to the rig). It all depends on how you set it up. Some bones do not need to be constrained to the BVH rig, also using the correct constraints is key. I've had it set up in a pose, but had issues with switching the captured motion (haven't worked on it in awhile, don't have time). At some point I will add it to the rig, but not any time soon. I don't know off hand on how I set it up, it's been awhile. When I have time, I'll look into it.
  13. It looking good Mark, keep at it. I'm guessing the face rig is working well for you then.
  14. mtpeak2

    For Mark

    Turn OFF the IK legs and arms. And turn OFF all the spine poses. Turning OFF all those poses unhides the geometry bones.
  15. Here's a render of some of the other characters that have been rerigged.
  16. Done. It's no big deal, that's why I said you could e-mail it to me. I would have sent you my e-mail address, if you wanted to go that route.
  17. Thanks guys. Onto the next character for now.
  18. Marcel did the texturing.
  19. That's better, I can see this one. Looking pretty good so far.
  20. I don't get a picture either.
  21. Here you go. Let me know if there are any more problem.
  22. Nope, it's not user error. This is the same problem I had after running the MirrorBones plugin. The rig is probably missing 2 other nulls as well. If you post the model or e-mail it to me, I'll fix it. When I run the plugin, with just the rig, it mirrors the rig correctly. But, it appears that when cp assignments and weighting have been done, it doesn't mirror the rig correctly. I didn't have this problem with an earlier version of the plugin. I'll have to setup a test model for Steffen to look at.
  23. Thanks Gene. I think I got the bow rigging setup. The bow is constrained to the left IK hand and the right IK hand is constrained to a null, which controls the bow string. So it's basicly animated by 2 nulls. Here's a test animation. Eppen_Draw_Bow.mov
  24. Getting close to having Eppen rigged. Still tweaking the weighting and adding the rigging for the accessaries. I'll install the face rig later, once I have a few models rerigged.
  25. Posted a new update to the installer in my first post, which fixes the scaling of the spine and foot controllers when exporting the model from an action. This is not a big issue, just something I wanted to take care of.
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