sprockets Internet Switches A:M Decaling Screen frosted donut medals buildings Rubik's Cube Nidaros Cathedral
sprockets
Recent Posts | Unread Content | Previous Banner Topics
Jump to content
Hash, Inc. - Animation:Master

mtpeak2

Film
  • Posts

    5,719
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by mtpeak2

  1. Here is a screen grab of the settings I used And render of the results. Upped the density and added ambiance color and intensity.
  2. Heres a test for the staff. The aim like two didn't work like I wanted, but this is pretty easy to set up. The forearms have kinematic constraints to the side staff bones and the hands have translate to and orient like constraints to the same bones.
  3. http://www.hash.com/am2004/Decaling/UV%20Editor/index.htm Here's a link on th uv editor.
  4. Thanks for the overhead. I see you got the engine in. Now you need the flaps to manuver.
  5. Looks good so far. Keep it up. How about an overhead shot?
  6. A staff would be a good weapon. With an aim like two constraint on the staff to 2 nulls.
  7. Wow great character Andrew. Can't say anything about the model. Is it going to be hand to hand combat or do they have weapons?
  8. Looks good Mike.
  9. I think the scale of the legs is too small for the body. Alot of weight to hold up. It looks much better with the hands on the wings. The position of it like you said is alittle strange. You almost need an elbow joint between the body and the hand. Making an arm with a wing attached. That way you can fold up the outer part of the wing and it can walk on all fours. Just a thought. Looking good.
  10. You can right click on the decal in the PWS and then edit, there you can adjust the cp's without having to reapply the decal. V11 uv editor. You can have two windows open and see the changes being made on the model.
  11. Looks cool. Can we see more angles?
  12. Great work William. That's got to be a winner in the contest.
  13. That is some awesome work there Jeff. Big fan of sg-1. I hope atlantis is as good. Looking forward to seeing your attempt at the gate activating.
  14. Looks good so far Mike. You could get rid of the arms and make the hands come out of where the first joint in the wing is.
  15. Sorry Rodney. Wasn't looking for an upgrade. I was just posting my opinion on the forum and how well it works. Trying to break the ice for the non-postees.
  16. Hi #1010 I'm #240. I lurked for many years on the mailing list and the forum for a while too, but once I posted for the first time, I just couldn't stop. Getting answers to questions or helping someone with theirs. No matter how simple or hard the question is, someone will be there to answer it. Ah the forum, such a wonderful place. P.S.....3025 and counting....
  17. mtpeak2

    Kapsules

    Thanks John. I love the bump material. I added it to the trees and cloud and bumped up the percentage a little, looked cool. Thanks again.
  18. Wow Bill that tree looks awesome. It just keeps getting better and better. Keep us posted. Looking forward to the next update. I'd like to see the tree rendered without leaves. It looks like there are alot of branches.
  19. The tests above were done in v11L. I just reloaded v11i and everything scaled correctly, as I thought, scaling in the choreography does not effect the hair. I guess I need to send in a bug report.
  20. Wow that looks great so far Mike. One thing bugs me though, the head looks a tad small compared to the body. Maybe thats the way it's supposed to be. Keep up the good work. I'm looking forward to seeing the finished model.
  21. The models are scaled in the choreography and the view is refreshed. Scaling in the modeling window will effect the hair, but I thought you could scale in the choreography and settings for the hair scaled with the model. The problem I see is that the patch that the hair is applied to is a bigger size so the density factor increases. I don't recall this being a problem before. I'll have to try reloading a previous version and see if it still does it.
  22. In this pic I scaled the model 500% for the test. To me the length and thickness seem to be ok, but the density has changed dramaticly. I don't remember this happening in previous ver.11's. Has anyone else noticed this?
  23. Hi everyone I know in the modeling window scaling the model will effect the hair, but in the choreography scaling the model, if I recall, didn't effect the hair. This is a pic of the model at normal scale.
  24. Looking pretty good. I do have a few things that may help. I'm not a skier, but shouldn't the skis have a slight curve to them at the tip? And is that a helmet he's wearing? There is no open bottom to it for him to get his head in. Another idea could be to group the waist spline and the wrist splines, between the two colors, and set that group to render as lines to add toon lines there for more detail.
  25. Those are some great models frank. They should fit in nicely with your set Bill. Looking forward to seeing them animated.
×
×
  • Create New...