Jump to content
Hash, Inc. - Animation:Master

johnl3d

Hash Fellow
  • Posts

    7,682
  • Joined

  • Last visited

  • Days Won

    192

Everything posted by johnl3d

  1. okay here's the project file 11.1d+ remember this is a rush job so you should be able to improve on it with very little effort the spots.tga is on the CD its one of the particle sprites in the material folder and so its not included since i didn't zip Had to post something to keep up with John K. blownaway.prj
  2. Saw something like this the other day on the forum so I threw this together tonight. It as usual a little rough but it presents the idea at least what I remembered. blowaway.mov
  3. yes sometime a restart ... can clear out the hiccups I also have a small program to flush memory..like in my amiga days someimes that helps too John..trying to be 3d
  4. do you need to see the bullet in reality you would not just add a flash at the end of the gun barrel ..or as suggested use a sprite a small blobbie..i posted that recently under look ma no sprites or you could have a model follow a path have it appear at the right time and use ease to control it along the path. or just animated the bullet in the chor seperately
  5. Yes thanks for donating the model sparks from the cd too space material
  6. Was trying to use cloth in another way with the help of hulk this is as usual a little rough but you'll get the idea anyway This is going to be a great version to play with test2.mov
  7. Sorry missed fedex today so no 12cd instead i started fooling around 11.1d+ gunblob.mov
  8. no don't think so as this is just a material can't make fireworks etc...
  9. will post when i'm through tweaking or tired of tweaking
  10. changed colors and tried moving over a shape at different speeds evileye1.mov
  11. will explain later regular material no particles evileye.mov
  12. quality ? quantity maybe thanks either way
  13. this could be done on a strip by strip basis and therefore look better but again this is the raw idea for those who need text toonnation dot material applied to both parts of gradient combiner one with gray dots and one with ..yellow using an expression to randomly set start and end points of gradient in x direction for the plane used render please no more ideas... lightsblink.prj
  14. I hate it when someone asks a question I haven't played with ...so someone..asked about a blinking light material....and that got me thinking and I came up with this. It could be better with a few tweaks of the expression to maybe slow it down but I wanted to work more on a modeling tut so here's the "raw" idea lightsblinking.mov
  15. Nice modeling in 8.5 that was a fun version
  16. blue ball with shrinking string was suppose to be the fuse burning away ..i suppose i could have done a sparkle fuse but this was just for fun also shows render as line for fuse the fire works were constrained to the paths i drew at random ...by setting the ease at 100% at different time they reached the end at the time i chose and the pose slider that controlled the fuse length was set to have fuse gone at that point all emitters set to zero at rate of emission in material at the end of the path I set each on to 100% then after 10 frames to 0 All the points where all set to hold so they would stay off then on as needed the blue balls were toggled on and of at the time the sprites started then off at the 10 frame mark wasn't planning a tutorial here... like Chris said thats why the project is available but today i guess i wrote one by the way Chris nice sound effects
  17. here's the project when it asks for sprite tgas they are on the cd data material particles sprites this was done in 11.1c fireworks.prj
  18. Here's a real simple fireworks display using sprite material right off the cd fireworks.mov
  19. here is the decal version with the two eye decals when it asks for q.tga and q1.tga the ones on the "model" substitute whatever picture you want they are pretty large and so I did not include them. Just some experiments with PS decaleye.zip
  20. yes..sort of you can set the % a decal will effect the model ..color ..color % etc ...download the project its just really basic materials ..the "creature" is about the extent of my modeling skills..lol decaleye.mov
  21. heres the project 11.1 but should work in at least 11 this was a rough test eyechange.prj
  22. I used a few materials and change them all with one pose slider just as a test this should point you in the right direction. I'd use a pose with decal switching too johnl3d would have posted sooner but 11.1d doesn't seem to like qt would not save it on my machine eyechange000.mov
  23. rigid body at work http://johnl.inform.net/pages/material3.htm http://johnl.inform.net/pages/particle3.htm http://johnl.inform.net/pages/9material2.htm
  24. Vash get sphere from library drop into chor and position above ground make sure you are at frame 0 right click on sphere new constraint ..rigid body ..last one I think set chor for at least 3 -4 minutes right click on chor in pws select simulate rigid bodies watch the ball fall and bounce something like this http://johnl.inform.net/pages/9particle17.htm without the particles Post your results
×
×
  • Create New...