sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

johnl3d

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Everything posted by johnl3d

  1. Translate rotoscopes in x or y 100% then bring them in at the right time at 0% [attachmentid=13050] watch at one frame before I move them in at 50% from right to left project file needs rotoscope tgas name one.tga two.tga three.tga mine not included [attachmentid=13051] slideshow.mov slideshow.zip
  2. I think I posted this picture earlier [attachmentid=12959] it was in a lighthouse in Door County WI thought it looked cartoony Trying to model it got rough start so far with quick materials [attachmentid=12960] alpha seems fine but the quick render looks a little weird this was final render
  3. Thought I'd try the alpha here is a test with a volumetric light with turbulence for under water effect [attachmentid=12947] [attachmentid=12948] water.zip
  4. i download the knight jump project fixed it [attachmentid=12839] things I think were wrong actions should be applied in the order they will occur so jump comes before wave I also turned on stride length in action for the jump [attachmentid=12840] look at all the settings on yours and mine and see what is different that should help...I set the ease at 100% at 2.02 secs which because of the length gave the number of jumps shown fixedknightjump0.zip fixedjump.mov
  5. felt like swatting the monitor
  6. [attachmentid=12820] fan force used to move leaves [attachmentid=12821] needs better leave image hairimagetree.mov hairimagetree.zip
  7. [attachmentid=12814] I assume you want something like what I posted here what I did was put knight in chor and added resolute walk and wave to knight after constraining him to path since walk was 1.01 sec I set chor length in action in chor to 3.03 for wave making sure it was set replace I set chor length to 3.03 to 5.10 ( wave 2.07 sec) set ease to 100 at 3.03 seconds rendered tweaking actions change would make it cleaner but this will give you the idea [attachmentid=12815] hope this makes sense here is visual [attachmentid=12816] knight.mov knight.zip
  8. use the search to find treads lots of results in the last years alone
  9. Just testing out some hair ideas and it seems to render alot faster than it did before on my slow 1.7 P4 these frames were between 3-4secs which to me seems fast for the amount of hair involved [attachmentid=12749] project file 12q [attachmentid=12750] In case I'm not on till next Year Happy 2006 to all atrees.mov trees.zip
  10. just to show that everything I try does not go as plan... [attachmentid=12664] whoops.mov
  11. hard work? all this time I thought I was having fun and relaxing...I'll let you write the how to book
  12. Thats for the idea Stuart and all comments
  13. tried out surface constraint ..still have to figure out a few things but it works great [attachmentid=12630] this was done by just moving aiming bone in an action ...added some dynamic constraints to get some secondary action...just a bit too fast..but follows the surface here's the project [attachmentid=12632] wireframe view [attachmentid=12633] surface.mov surf.zip surf2.mov
  14. Merry Christmas ..love the tree
  15. Don't forget the same images for sprites can be animated hair images [attachmentid=12577] quick sample used tgas generated in above project plus some regular hair [attachmentid=12576] butter2.zip hbutter.mov
  16. Dan the project is there... not sure what you mean by alot.
  17. [attachmentid=12551] mini tut ..go on internet find image of butterfly go to photoshop make workpath around shape and export ai file open AM new model use ai wizard to get get butterfly shape..use decal included (also ai file..needs tweaking) ...or just make a butterfly if you're talented at modeling... Create action for butterfly I then rendered as many frames as I needed for the sample ..60 as a tga sequence THIS IS THE FIRST CHOR IN PROJECT FILE make simple model make sprite material use sequence ( import tga sequence in images) as sprite image apply material to tranparent simple model make a few adjustments to limit numbe of butterflies render ..in this case I went straight to QT THIS IS SECOND CHOR post results and project[attachmentid=12552] hope this is useful... abutterfly.mov butter.zip
  18. thanks Jeff love the modeling you've been doing
  19. Thanks Gene...and by the way whens your next cd coming out
  20. glad to help.... Mike check your next credit card bill.....
  21. dre4mer is this sort of what you were after...needs lots of tweaks but only had time to compose idea and render [attachmentid=12516] needs better water material and tweaking of the displacement and the white part of the material effector I guessed wrong [attachmentid=12517] project file another $1.98 special dis_red.mov disred.zip
  22. Liked your walk a lot better than mine...my in this case was being lazy and just wanted to have something with the limited riggiing I had..two leg bones
  23. I did this much ealier in 8.5 ..it was a bunch of eyestalks sewn together with a few bones as the rigging. I seem to lack the attention factor to actually get a great model. But I'm glad youall enjoyed him
  24. old original 8.5 project [attachmentid=12470] [attachmentid=12471] newguy.mov anewguy.zip
  25. Actually its similar to how I walk after my drive home from work Thanks Nancy
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