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Hash, Inc. - Animation:Master

johnl3d

Hash Fellow
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Everything posted by johnl3d

  1. swarm.mov swarm.zip I was playing with displacement and Heath mentioned material effector
  2. displace2w.mov Smaller tweak ..enough of this for now have to think about getting the rest of the rest of the water to join in Comments/suggestions always welcome
  3. No I'm animating using a material and changing the % of displacement while varying the material with turbulence..apparently not a perfect way but this was the first draft This is second displace1w.mov here is rough project file...color is just that for now so ignore that material displacew.zip Just realized this was done in the v14 beta..testing ideas and beta at the same time....tested it seems to load in v13s okay
  4. displacew.mov another tinkering moment that needs massive tweaking
  5. grass.zip grass.mov very quick hair grass strip v13s
  6. I subscribe to the update thread and get emailed when there is a new release
  7. I'm not that good considering I have played with AM since 98. I just know some things from playing with AM a lot .
  8. flying ot falling into the flames...sort of beta.mov beta.zip had to try the beta
  9. Are you making the changes on each short cut ...the one for each emitter ..it should work. If you have trhee emitters each emitters short cut to material will have to be adjusted like in the example I posted each has different timing
  10. Nice model !
  11. By watching Caroline's tut you should be able to do something like this fire.mov fire.zip each "spark" is on for 10 frames then off the on again..watch frame count in right upper corner
  12. you can set the life of a sprite and turn it on and off so if you turn on sprites at 10 sec off at 11sec with 3sec life the sprite should be there for only the 3sec
  13. Didn't have much time tonight so tried an abstract idea that quite didn't work as I thought it would but might be interesting to someone asquare.mov bsquare.mov Second is closer to what I was trying to get
  14. The year of the penguin...the toon one looks better to me
  15. Also muzzle flashes can be done by modeling one say with glow then turningi it on and off as the gun fires This is rather rough but i just threw it together gun.mov gun.zip
  16. By animating I assume turning them on and off , the speed, number, spin etc. if you do it in an action ( i usually do it right in th chor) you adjust the settings of the sprites where the material is applied to the model/group. In an action lets say you wanted to turn the sprites on at a certain time you find the sprite setting in the material where it is applied to the model in the action then set the emission rate to 0% move ahead to the frame right before you want it on and set it to 0% again the the next frame set it to 100% etc . You can control this also by setting the interpolation mode to hold etc. tried to show in picture also watch sprite tut on ftp ftp://ftp.hashmirror.com/pub/misc/sprites_tute/ particlesprites.mov
  17. Great work Matt I always admire you work
  18. Nice even without sound
  19. Share Question...you can not flock lights...(at least I think you can't).... directly. So I made a simple model.and added a light to it ...right click new light,.I did another one were I just used a spline with two cp's and added the light. It used volumetrics instead pf flares http://www.hash.com/forums/index.php?showt...64&hl=light
  20. Unfortunately the person who had this avaiable is no longer around and I'm not sure if anything else we have available will do the same thing
  21. you have to tell the material were the pupils are I think there's a tut showing you how I know I had one I made somewhere
  22. great looking mice !!
  23. threw this together quickly using the info posted last post and the explosion material on cd.. should have set it for more pieces expnewton.mov v13 project file Project2.zip
  24. read this http://www.sgross.com/plugins/plugin3/index.html
  25. Its included in v13/14 can't remember if ealier than that and you can use it along with making an exploding version of your model to have it explode on contact wit another object...you switch the regular with the exploding one at the right moment to get the effect. Search for exploding in the forum . Search at top of forum
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