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. good start ...keep having fun..you have 4 years of work to catch up.
  2. 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
  3. 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
  4. I don't want whatever you had for lunch that inspired that...man...great characters...strange just a little..nice job on the animation
  5. 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
  6. Varied from 1 to 900 this is V11 hair gone mad mass.mov
  7. Varied stiffness from 0 to 100% over 30 frames with a preroll of 30 stiffness.mov
  8. 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
  9. enjoyed the animation and the note on the chart ..great idea
  10. nice suspense...was waiting for a slow stretch or yawn...enjoyed it
  11. great looking characters..i actually tried to turn up the sound twice thinking I was missing the conversation
  12. 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
  13. 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
  14. tried the idea om a simple test project and it worked quite well. Thanks johnl3d
  15. wow looks great any hints on the procedure you are using
  16. cann it be animated??
  17. another talented modeler ...darn... where is that become talented button.... Nice face!
  18. another talented modeler ...darn... where is that become talented button.... Nice face! johln3d
  19. I think he looks alot like eeyore infact I hear the voice when I look at the model
  20. alternatives could also be http://johnl.inform.net/pages/roto1.htm http://johnl.inform.net/pages/10material16.htm probably better than this http://johnl.inform.net/pages/9particle3.htm
  21. don't have any time to play right now so here is the project. just remember with gradients you have to adjust them for the model and in this case scale the turbulence too as well as "animating" then in the chor or by an action or even a pose would work if anyone gets a better effect with this please share johnl3d...the tinkering gnome newcloud.zip
  22. While driving on vacation last week I noticed a lot of clouds unfortunately some of them attempted to wash my car. Anyway I got this idea for a new cloud material from watching them. Here it is applied to a flat plane for now with a little animation added to the turb on the gradients. Will have to try it on a "cloud" model also. this is the first render test johnl3d...note North Dakota has a lot of clouds newcloud.mov
  23. try the sprite materials on cd or play with this http://johnl.inform.net/pages/10material12.htm or this http://johnl.inform.net/pages/10material11.htm if I find some more old ones not directly linked I post later but sprites are the way to go look around here http://johnl.inform.net/
  24. looks a little different than Puff but in a good way
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