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Hash, Inc. - Animation:Master

johnl3d

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Everything posted by johnl3d

  1. I'd say Caroline's on track I changed forces in my sample and you might have the play with the tail duration
  2. 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
  3. 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
  4. not sure what kind of key you were planning but I did a quick google and got a picture ,made a path in PS around it, exported as ai file, used ai wizard in AM and got a key...actual two one with and one with out bevel project file includes picture ai file and project file keys.zip easier the boolean
  5. Nice Tinkering
  6. It also depends on what you are trying to model..start simple and learn the tool as Caroline suggested
  7. box.mov little larger than usual because of the sound Okay this one is now quite the same (no light in box) but uses the same basic model witth a pose slide to change colors and the texture on the box uses an expression based on the pose slider position The pose slider was driven by an action I made based on the wav file with an old program called amplitude. I can post any of the project files or just the model Mini version lilbox.mov
  8. Nancy thats strange behavior since I never touch the stuff...diet coke =2/3 of my blood...but diet pepsi.. Thanks Paul
  9. lights.mov Okay cleaned up the model and set up a simple animation with color. Have one or two more ideas then I'll post the project. Thanks for the nice comments on the first render
  10. first render
  11. The purpose was to try a few ideas . I saw a cartoon bee ad so used that as the premise. I should have had a hive for the last one and some flowers for the hair version but I usually am just trying things out so I don't really finish before posting. Mike any great modeling to show us...?? now thar you are awake and active again Oldjohnl3d testing expressions,animated hair and sprites,alpha tga series generation,path ease tricks and very simple modeling and materials this time older tests at http://johnl.inform.net/
  12. at.mov I generates a set of tgas to use as sprites sbee.zip Then brought the tga sequence into another simple project for testing spritebee.zip So using a series of tga file used to animate hair and for sprites is this simple This also shows a simple expression to generate the wing movement without an action
  13. habee.mov Made the flight slightly longer and made a pause in the middle and eliminated motion blur
  14. hbee.mov Made a simple bee model and rendered it with alpha channel and a bit too much motion blur, as a series of tgas, as the bee followed a simple path Used images for hair material on small model and got what you see above Wing movement with simple expression on each wing bone I'll post the project after I try a few more things
  15. go here best sprite tut ftp://ftp.hashmirror.com/pub/misc/sprites_tute/
  16. I think Rusty is looking for the flares with Alpha channels to composed into his projects http://www.virtualmediastudios.com/index.html
  17. Yes but I was going to try to have an emitter doing a wash and have it preceed the same null but thought that would be too much for my machine For motion sickness just contrain the camera to the boats deck
  18. Since I have been off (from work... ) this week I been pushing some ideas I've been thinking about on my commute to & from work so here is another one. I used an expression to move a series of bones on a plane to make waves. The actual expression was applied to each bone with a simple copy and paste and a tweak. It needs adjustment since it is a bit fast but I wanted to try a render. So I grabbed a boat off the cd, a darktree material, for the water, added a null following a spline on the grid, to contrain the boat's position and rendered. Its only a single multipass to speed things up ( slow computer) and a litttle jaggy but here it is wavetest.mov and here's the project the decals needed are on the cd and the darktree is on their site in the depository wavetest.zip
  19. Caroline If it works its correct..I didn't check for the additive colors just used the material as per the one on the cd...will have to remember that the additive should be off thanks Johnl
  20. I started a project turned off everything in options except sprites made sure alpha buffer on then rendered a tga sequence of the explosion material on the cd from 0-30 using a small black model I then used the used the sequence of alpha tgas as a rotoscope on 2 kleig lights and a sprite sequence in another chor and got this expl.mov project file ..sprites on cd ..then after rendering from first chor (adjust as per above) you get the image sequence for chor2 alpht.zip alpha sequence explalph30.zip I'm probably missing something but I tried
  21. In 2005 the tga files for this fire sequence were made available not sure if they are still around I know I have a copy. http://www.colins-loft.net/free/fire%20example.mov I know they had an alpha channel
  22. I must remember to save more often...original monster died when computer got tired and reset..arrgh. So I did a quick job stole the arms off ricky rat an the bucket from the extra cd. here is a regular and toon render Enough fun for now
  23. Here is a very short idea for a splash newtonsplash.mov newtonsplash.zip It is a little to much for my machine just a thought I had to try did it again with sprites spritenewtonsplash.mov spritenewtonsplash.zip
  24. His head and body are just white with I think 20% roughness (AM not open yet) His hat should be just red the rest might be shadows.
  25. Saw a lot of these guys lately as this one sees his reflection
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