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Hash, Inc. - Animation:Master

gwinkelman

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Everything posted by gwinkelman

  1. Your lighting really sets the mood. I'm looking forward to seeing more!
  2. It's the Solidify plugin from Flaming Pear. Go to their website and download the "Free Plugins" set.
  3. Happy Birthday, Mike. Nice to see you back in the forum.
  4. It's great to see another view of this excellent model! Are the other characters going to be this realistic looking too?
  5. Nicely done. I like those eye glasses.
  6. Very impressive! The time it took to build it was well worth it.
  7. WOW! I'm really impressed by the overall quality of the models and the animation. Is that cemetery background done in A:M as well?
  8. Nice set designs. I'm interested in seeing how these look when you're finished.
  9. I am sorry to hear that Paul has passed away. I enjoyed his work and I have learned a lot by viewing his creations.
  10. Here's what I came up with. (This is for a character that's been around awhile and smokes.)
  11. Thanks for the advice. I've already started doing this and I'm getting good results.
  12. Just wondering what basic settings other users on this forum like to use when texturing gums and teeth. My goal is to have this character's mouth appear natural without being too overly realistic.
  13. Thanks Rodney and Walter—in lieu of not knowing how to animate yet, I wanted to tell as much of a story as I could in a single image. In addition to learning the basics of animation this year, I'm hoping to apply textures to that "plant-like" creature that's standing in the doorway.
  14. Thanks. That character does have stylized cordate shaped broadleaves for feet, but not lilly pads.
  15. Here's an image I've been working on that uses volumetric lights and the fantastic Lego man model created by Xtaz.
  16. Wow! Your stuff is always a treat to watch, as well as learn from.
  17. Once again, I want to thank everyone for helping me. The problem turned out to be a basic newbie mistake by me. The reason the dynamic constraints were not working when I put my model into a new choreography was because I had the current frame set to 00:00:00 in the frame toolbar. Once I changed that to different frame number, all my dynamic constraints worked.
  18. Maybe Gerald is right that I created my constraints within a choreography instead of in an On-Off pose. I did have a choreography open to 'simulate on the fly' and to readjust my settings. I just "presumed" that if it worked in one choreography, it would work in others. Thanks for the tip, Matt. I will check and see if that is the case. Question: Would it be better to NOT have a choreography window open when I initially create my Dynamic Constraint in an On-Off Pose?
  19. Robert, thanks for your help. No, I don't think my constraints are in a Pose. I will have time tomorrow to check my model and make some new constraints in a Pose and see what happens.
  20. This is my first time dealing with dynamic constraints. I applied a few dynamic constraints, put my model into a new choreography and I was pleased to see them working as I moved my model around in preview mode. But when I moved my model into a second new choreography, the dynamic constraints stopped working. What am I doing wrong? I'm using A:M v16.0a.
  21. I like your costume designs, Jeff. Your Spider-man is looking good; I can't wait to see him rendered in a dynamic crouching pose.
  22. Your work always inspires me. In my opinion, Tar has the right "look"—stylized, yet realistic.
  23. Holmes, I really appreciate the time and effort that went into creating this face rig. I find rigging a bit intimidating, but your step by step tutorials on installing the LiteFace Rig and Weighting a Face really made it easy. I did run into a couple of problems along the way, but it didn't take me long to figure out what was going on… 1) The "Aim At" constraint for both Lips Left Upper and Lips Right Upper had the "Scale to Reach" turned ON. Once I turned this to OFF, both of those bones behaved properly. 2) I also had to edit the Face Constraints relationship because all of those face bones rotated downward. To fix, I reset the XYZ Rotate coordinates to zero for each face bone. I just have some minor face weighting tweaks to do and I'm done! Thanks for providing such a great face rig for all of us to use!
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