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Hash, Inc. - Animation:Master

johnl3d

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Everything posted by johnl3d

  1. I understand how he did it I am doing things in a similar manner but I added bones to the cord because I want to animate it later so I made the cord a straight extrusion and added bones then for my display made a quick pose and arrange the cord also was trying some textures the box should be easy Thanks
  2. tried a darktree in v13 worked fine [attachmentid=13547] might try a few more v13darktree.mov
  3. Charlie those modelers are just show offs....Just kidding Enviously must say a nice model now we need it animated [attachmentid=13550] My effort for Dan dan.zip
  4. snowed tonight so after some exercise (shoveling) was doodling with PS and made a weird sprite . here is the result [attachmentid=13498] oh the project file and sprite [attachmentid=13499] v13sprite.mov v13sprite.zip
  5. I know just practicing in 13 model not that important...looking for problems and training myself at the same time
  6. update [attachmentid=13465] hmm noticed the 13 did not save all material correctly wood changed
  7. Interesting characters
  8. two materials translate y and rotate y over time [attachmentid=13400] had to render something while watching the news [attachmentid=13401] again.mov v13again.zip
  9. I'm not sure why you set up the models the way you did and why you have the material added once in the model area and again in the chor. Also having a group the same as the whole model. Seems to me like a lot of extra work. Anyway I did a quick fix and it should work now but I only rendered a few frames at the points you had the parts disappear ..edit --hopefully I do not sound like I'm being negative above ...just confused by the way it was setup renamed it with an a_ in front [attachmentid=13397] My site Sir Rodney was refering to is: http://johnl.inform.net/ also check : http://www.lowrestv.com/arm/ A_Mitosis.zip
  10. the shadows are just the color version of the Diplacement Material... A material in applied twice once as displacement and once as color but with the color changing over time as does the diplacement material really easy to do oh I was trying for a burnt marshmallow but ran out if time...I usually don't spend a lot of time testing these ideas you usually see the first render
  11. 20 minutes of intense rendering....not whole project maybe [attachmentid=13302] This new displacement is great [attachmentid=13303] this is only 15 frames so scroll to see effect burnt.mov burnt.zip
  12. Eric have you been hanging around with Mike K Jeff it was actually pretty quick I think about 5sec a frame but I'm only using one pass
  13. tried a simple hair tree [attachmentid=13264] project file included decal and hair image [attachmentid=13265] Sorry to post so much tonight I guess I'm coming out of my "brain fart" old guy hair.mov v13hair.zip
  14. This is 32 patch sphere off the cd simple material animated used as displacement map and color map [attachmentid=13262] Project file [attachmentid=13263] v13displace.mov displacetest.zip
  15. Latest test with motion blur [attachmentid=13258] speed.mov
  16. Dan the Cannon Ball is a blobbie and it can have a material and the material can be animated. Blobbies are a type of particle emiters like sprite and hair
  17. something new to play with..."Great !"
  18. Actually the blobbies are working as they have been for awhile just thought I'd test them in 13alpha similar ideas posted in earlier versions http://johnl.inform.net/pages/9particle21.htm http://johnl.inform.net/pages/9particle22.htm http://www.geocities.com/johnl3d/anim6.htm Glad you enjoyed the test Mike ..step away from the computer ...get some fresh air....
  19. Got on late so tried out an old idea to test v13alpha its a little fuzzy because if the compression [attachmentid=13213] warning strobing effect [attachmentid=13214] v13blob.mov blobtest.zip
  20. had to wipe off my glasses
  21. late tonight at workshop/free dinner so no update. This is a variation of something Noel posted with a block and arrow I 'm using the value of the angle of the bone controling the pointer along with the chortime and a fudge factor to spin the prop with an expression. The slider rotates the pointer bone 0-90 as needed. I stopped it at two positions to see if it was doing what I thought it would.
  22. Haven't played with expressions for awhile so here is a rough Idea a pose slider controls pointer at left and the rotation of the pointer controls the speed of rotation of the blade on the right roughly [attachmentid=13146] there is some glitches as the speed changes will have to look at that then post the project sped.mov
  23. 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
  24. 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
  25. 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
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