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. nice car gene . john
  2. i redid this with "car" being through in 1 sec then waited 5 more sec. still flapping around in the default settings. Also added a slight side to side movement the first sec. if I have more time will try longer time or different settings but have been asked to try a shirt. thanks for all remarks new "car" I drive one every night on cd johnl3d acarwash.mov
  3. M."Bigfoote" thought it was you but could not be sure. A lot easier in V12 Like your picture never thougt of you as a blonde
  4. here it is with a v12 cd car...to keep size down the quality is low 270kqt carwash.mov
  5. project file v12 alpha 7 460kb zipped itemtest.zip
  6. someone asked about this so here is my normal $1.98 response testitem.mov
  7. very original format I liked it
  8. story telling only if 1 picture is worth a 1000 words ...just trying out v12 and thought i 'd show some of the stuff included while testing the render...i need to learn some other aspects of this program
  9. decided to try to set up a simple scene with some of the generously donated models on the cd. Background Roto was not on cd but everything as is
  10. and th project file for v12alpha 7 weird.prj
  11. I did a test with a simple cloth rectangle and varied gravity over the simulation and this is the results with some simple tweaking my only concern right now is that the simulated cloth does not seem to keep any materials or decals applied to it .....does has anyone else noticed this this sample has glow applied project will be on next post oh and this version 7 has trouble with qts on at least my pc weirda.mov
  12. your welcome..this is following the tut for the flag pole somewhat the skirt group is the flag the waist group is the attach and the body group is the pole I had to modify the original can can action as it was to sudden for the emulation. lots to figure out with the new plug in
  13. heres the project file...v12...the qt was made later since it would not save in v12. startcancan.zip
  14. heres a test with alpha 7 but noticed that materials or decals disappear with simulation start these are basic settings no tweaking v00001.mov
  15. some of the models on the new CD there are a few more but it started too get crowded....I just noticed the wookie's arm is only showing .... should mention i just dragged them onto the chor and sort of arranged them did not try to pose which explains the arm positions
  16. oh and heres the still done in 12 so i could output a jpg As to what is happening I used two gradient combiners one with up and down and left to right pose sliders to set rate vase disappears and cause the slant. another gradient was used to give the material change which I noticed is a little bit off but as i posted earlier it can be tweaked the sprite emitter is on three groups and start in theory to look as if each parts is crumbling into dust the emission rate is controlled in the time line ( and even saved properly this time) remember i only get about 2-3 hours on AM a night so most things i post are rough
  17. okay i was going to do a still..but noticed that the sprite data had not been saved properly so i threw this together and tested it and it is now saved ablownaway.prj
  18. thanks Nancy er Ken ? dj ..yes you can do anything you want with the sprites right now the chor force is obviously set to the right with a minimal downward pull
  19. 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
  20. 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
  21. 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
  22. 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
  23. Yes thanks for donating the model sparks from the cd too space material
  24. 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
  25. oh the project file gunblob.prj
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