sprockets Perpendicular Normals gear brown shoe Purple Dinosaurs Yellow Duck tangerines Duplicator Wizard
sprockets
Recent Posts | Unread Content | Previous Banner Topics
Jump to content
Hash, Inc. - Animation:Master

johnl3d

Hash Fellow
  • Posts

    7,751
  • Joined

  • Last visited

  • Days Won

    203

Everything posted by johnl3d

  1. 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
  2. oh the project file gunblob.prj
  3. Sorry missed fedex today so no 12cd instead i started fooling around 11.1d+ gunblob.mov
  4. no don't think so as this is just a material can't make fireworks etc...
  5. will post when i'm through tweaking or tired of tweaking
  6. changed colors and tried moving over a shape at different speeds evileye1.mov
  7. will explain later regular material no particles evileye.mov
  8. quality ? quantity maybe thanks either way
  9. 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
  10. 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
  11. Nice modeling in 8.5 that was a fun version
  12. 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
  13. 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
  14. Here's a real simple fireworks display using sprite material right off the cd fireworks.mov
  15. 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
  16. 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
  17. heres the project 11.1 but should work in at least 11 this was a rough test eyechange.prj
  18. 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
  19. 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
  20. 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
  21. here is picture of timeline for gravity ..dynamic force in chor
  22. this is step 2 tried an earthquake effect had x ggravity vary right and left as simple buildings fall b3.mov
  23. This one is hard to explain...but imagine that each of the pillars are of different material and density and a huge force comes in from the left side of the screen and the pillars react based on their weight etc. Well I gave each pillar different settings with the rigid body constraint (enforcement) and (bounce ) mainly then increased the dynamic force (gravity) of the chor over time in the x and a little in the z direction this is the results. I know weird but it has a purpose need spell check for topic line...hey its late b2.mov
  24. Gene try looking at this version http://johnl.inform.net/pages/10material23.htm you need to tweak a little
  25. project file 11.1c crystalball.zip
×
×
  • Create New...