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Hash, Inc. - Animation:Master

johnl3d

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Everything posted by johnl3d

  1. Another fantastic episode...love the ending
  2. Sprites might work sand.mov about 10 frames as it is getting late sand.zip sprite image is in sprite folder in data with v15 or on th cd spots.tga
  3. Or following Matt's example on fluids you could make fluid particles very smal and brown/tan and try that with the right settings it could look like sand
  4. torchb.mov varied displacement by flame group
  5. thanks for the comments except the protests...were in the MP (Rodney)when you need him I hope to have less stiffness..(vary displacement) right now working on general flame also want to make it wave as it moves (constraints) on model torcha.mov
  6. Ist run of material fire on torch...obviously needs some tweaking will post project when done... any comments welcome...plan to slow it down and make flame more dynamic ..reverse and extend the displacement etc torch.mov
  7. johnl3d

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    phatso save image to your hard drive click on my controls at the top of forum on the left edit avatar settings browse and upload image ..
  8. johnl3d

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    not completely if you want it animated ...animate gif file...you do the animation in AM to the correct size or at least close then use another program to take the animation and convert it to a an animated gif. There some free ones I used imageready part of photoshop. But t could be done with others that can import an avi and convert to the animated gif. If you need help email me at the email you get when you click on my avatar
  9. tried a quick animated material for the displacement and set the models properties to be similar to water deep.mov deep.zip
  10. playing around some more with the same idea roughing out a model dofo.mov also playing with hair image I used a tga version with alpha and yes the animation is bad ...just spend about an hour throwing this together
  11. you need the top of the beanie to whirl as he walks..nice set of characters
  12. Great characters wish I had the talent and focus to do something like this
  13. Tried a quick trial of baked the one on the left was with 4 darktree materials took 8 secs for 1 pass render the one on the right after baking and removing the materials took 4 secs I have posted the project with the images lweb15.ziphere
  14. johnl3d

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    Fat_Guy.zip this might be one version
  15. johnl3d

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    No the fat guy is a free hash model
  16. image ? was it something like this watery.mov
  17. johnl3d

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    Phatso you need an avatar so here is one for you
  18. set a on/off pose on the model setting the sprite system rate of emission 0% off 100% on onoff.mov onoff.zip material is AM sprite material..images in sprite folder
  19. if you have a sequence of images they can be applied as a sequence of decals on an object or on a layer as an animated sequence. Import the sequence of images (eg pic000 pic0001 pic002). in the chor right click and select new layer and pick the sequence. adjust the layer as necessary. At work so cannot post example
  20. you would setup an action for the model and rotate the material setting ..translate..rotatioon matrot.mov matrot.zip it looks a little strange here because of the distorted shape I did to prove it was the material and not the model moving
  21. something like this write.mov write.zip
  22. lots of free materials here http://www.darksim.com/html/simbiontam.html
  23. have an idea for a character that would need dynamic constraints...first test using rough model of one section of character springy.mov
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