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Hash, Inc. - Animation:Master

johnl3d

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Everything posted by johnl3d

  1. make the sprite/blobbies bounce and have normals pointing inward on pipes
  2. I did a animation with WInmorph and used that as the decal. The decal applies as if it was one decal meaning that the decal is applied as if the model is not moving and shows in the right spot on the model after it moves for each frame. I attached the two original pictures I used before morphing babyb.zip
  3. looks great so far only thing I was wondering is the "set " itself are you going to keep it simple or maybe add to the background ? johnl3d
  4. Was trying a few different things tonight. Photoshop and Winmorph and of course AM morphed a face and applied it as a decal then set some poses in the chor original model face belonged to eddie on the cd wanted to see how well it would work beside the fact that the decal morph has a few flaws it worked okay check it out sort of pre halloweenish decaltest.mov
  5. Posting the trailer as a wmv file will somewhat limit your audience I got to see the trailer after much patching of the address and patience. I suggest making it smaller and simpler to get too if you want people to watch I know I added a flash directory on my old site and people had trouble with that. And all the flashing lights could cause some trouble for other people trying to viewing it. This is not a criticism you have a very "active " site just that it is a little buggy and therefore hard to navigate. Also not sure what the trailer was trying to show you need some sound other than the music and pictures or at least some text Just trying to help ..my eyes are still blinking ...but hey I'm old
  6. oh I notice your hash shirt I have the same one
  7. okay and if you're are interested here's the project file got the right fir(pine) this time but hey its late fir.zip
  8. Here's a rather quickly thrown together pine tree in 10.5 the vga shots took 16 seconds to render each frame the trees could be improved but I am just showing a possible solution fur.mov
  9. good start ...keep having fun..you have 4 years of work to catch up.
  10. Just trying out an idea with a tree and leaves and trying to seee if the controls get saved. All but the last frame .. saved fine... the last frame highlights a leaf and I noticed that after saving and looking at the frame it shifted slightly but I did have a random factor checked in the sprite window so that would explain it. If Vern says its okay I'l posted the project since he inspired part of the leaf Tinkering Gnome moneytree.mov
  11. Just a thought when I have used the alpha channel I usually use no compression settings otherwise I've gotten mixed results. Was your quicktime compressed? Or do it as a targa series and use that in post. My humble experience ....with AM
  12. I don't want whatever you had for lunch that inspired that...man...great characters...strange just a little..nice job on the animation
  13. I find that trying things out from tests helps over and above the technical reference and often explains why something acted a certain way. Thought I'd post what I was doing to help someone else as well. thanks for looking
  14. Varied from 1 to 900 this is V11 hair gone mad mass.mov
  15. Varied stiffness from 0 to 100% over 30 frames with a preroll of 30 stiffness.mov
  16. Trying to understand V11 hair so I am playing with settings to see what they control. Under Dynamic options, once it is turned on, is angle limit which can vary from 180 to 0. The qt below which is only 30 frames shows what happens to some hair when only the angle limit changes. Hope this is useful. Oh it starts at 180 and goes to 0 when there hair rises the most anglelimit.mov
  17. enjoyed the animation and the note on the chart ..great idea
  18. nice suspense...was waiting for a slow stretch or yawn...enjoyed it
  19. great looking characters..i actually tried to turn up the sound twice thinking I was missing the conversation
  20. I am working wiith V11 hair and was wondering how it would look in toon render simple example Thom volunteered but he looks different hair_test.mov
  21. you could animate it by applying a turbulent material as an animated displacement map then have the material transform in the chor I did a quick simple sample with red water to show the effect the speed is controlled by the amout the material tranforms in the -y direction johnl3d fallingwater.mov
  22. tried the idea om a simple test project and it worked quite well. Thanks johnl3d
  23. wow looks great any hints on the procedure you are using
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