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Hash, Inc. - Animation:Master

johnl3d

Hash Fellow
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Everything posted by johnl3d

  1. cameras.mov Colin your idea added to the effect I just varied the intensity of the flare on this trial Rand()*0.6+0.3
  2. This at first might look completely useless but think of a stadium where everyone is taking pictures...might work there Anyway its 5 lenfares randomly changing their x,y,and z position each frame rand()*200-100 in this sample lights.mov
  3. Since I am building a new character I decided to donate the old piga4.zip Its rigged but needs some tweaking Oink...Revenge for what...
  4. this is a start on the head remember I'm not a modeler
  5. vlight.mov Trying an idea for something I'm working on V14_alph4 project vlight.zip
  6. Nancy is that what you give your mother for mother's day radishes?? The movement is because they are springy and not settled Radishes ..I guess if you go around patting Rhino butts .... h1test.mov h1test.zip Okay how about carrots
  7. V13q Oz disk
  8. You select the attributes as width color kinkiness in the material and right click and select the time choice then the time line will show percentage then you select values at various points to vary hair width and then do the same for color etc. If you watch you can see the shape take place in the model window. might try a tut later if I have some more time
  9. Haven't tried hair for awhile htest.mov htest.zip I varied the thickness and color of the hair over time which translated to percentage of length I must say it renders a lot quicker
  10. look on hash ftp site for eugene.mdl...skull and rest of the bones
  11. Mark I agree have to work on that
  12. Nice effect very simple yet ...well great effect
  13. appear3.mov A little tweaking and another model plus a few more materials and a flare getting close
  14. appear2.mov I trimmed the exploding model to make it more shell like and tried a different darktree
  15. abirth.zip Here's the project it uses a darktree that I included remember the project is just in idea stage no tweaking
  16. appear1.mov Sped this up to test next step..dynamic exploding element the idea is a character forms the shell be casting a spell and raising his arms then when it explodes he has morphed into a different creature Will have to fix the exploding model to look more shell like and probably more pieces and fix the gravity so it doesn't sweep up welcome any suggestions
  17. I had an idea on the way home tonight so I tried it out and except for a few light spots is seems to work as per plan appear.mov The other option was to have the shell appear then the material change to something similar to what I used This is the first render
  18. import the smoke material from the cd, cut the initial velocity down to single digit, then adjust the rest and tweak as needed...what version are you using
  19. I do believe that the steam and mist the way you want them, would be done by sprites they can leave a trail depending on they life setting and can be turned on or off and directed by a force lots of control same model one trailing smoke the other switching on and using force to blow in front of model other.mov the volumetric steam and mist can grow and subside but as far a I know not trail
  20. Nice render I assume the sink is small since the dishwasher will handle most of the dish cleaning. It look like they have gained some counter space. I think it looks good.
  21. ramped ambience with a twist aface.mov
  22. face.mov Sweeper used to sweep circle around face font then playing with material with ambience level control by random expression
  23. I'd say Caroline's on track I changed forces in my sample and you might have the play with the tail duration
  24. get me a scan of a key or two and I'll make you an ia file the one i included should work even in 12 new model right click wizard ia import ia file select stuff in box you now have a key model
  25. hand.mov did a quick project messed up the final color..played with the force to have the flames go up hand.zip the project file might help you
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