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Hash, Inc. - Animation:Master

ZachBG

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Posts posted by ZachBG

  1. There's also the option of going through the Harry Fox agency; this was recently covered in a Forum post:

     

    http://www.hash.com/forums/index.php?showtopic=1220

     

    Be sure to read the whole thing (there's a mistake and correction).

     

    Zach

    Speaking of mistakes and corrections, I realize now that Harry Fox is mostly about covering songs, that is, providing your own recording of a song someone else has written; but it says, big as life in their submission form, "you must also retain a MASTER RECORDING LICENSE directly from the record company..." if you're using the actual recording.

     

    Man, my evil twin is really spreading the disinformation today!

     

    Zach

  2. Then you fool around with Properties Driven, which is where I lose all info because I've never actually DONE this. But it is possible.

    Zach, you're such an idiot. Why do you give out such stupid, unhelpful information? If you really wanted to help, you would have pointed to Fabrice's grass tutorial, which goes into great detail about Properties Driven hair!

     

    http://perso.wanadoo.fr/ffave/e_herbes.htm

     

    Zach (keeping the world safe from himself)

  3. I´m wondering if it is possible to control a property of a hair material with a grayscale map, for example the length. If so, could anyone give a short description?

     

    Yep! Here's an experimental examples page:

     

    http://perso.wanadoo.fr/ffave/e_hair.htm

     

    As for the methodology, you need to make sure Show Advanced Properties is checked (in the Options panel, Global tab), and then change your map type (under the Decal image) to Other. Then you fool around with Properties Driven, which is where I lose all info because I've never actually DONE this. But it is possible.

     

    Zach

  4. ps. Any ideas on how to render a larger size but keep the MB usage down???

    It all depends (well, mostly) on what codec you use. If you're rendering to Quicktime directly from A:M, you can click the "flippy triangle" in the Render panel next to Format. This will bring up "Compression: Set." Click on "Set" and choose your codec. (This is using the "Advanced" render dialog; in the non-advanced version, just click the Compression button.)

     

    Sorenson Video is a good all-around codec, I've found; it requires Quicktime 4 or later. Usually, if you're rendering to 320x240, setting the quality to Maximum and then limiting the data-rate to 40-50 gives a decent quality vs. file-size trade-off. Your mileage may vary...

     

    BTW, I couldn't download your file--Geocities said you'd exceeded your bandwidth and they took it off temporarily.

     

    Zach

     

    P.S. All of the above is what I found on the Mac--I don't know if QT on the PC is any different.

  5. Howdy, all.

     

    Got a man made out of the moon here. Blue moon, even. His textures aren't final (he's just mirrored around the X-axis at the moment) but you get the general idea.

     

    I need to get rid of the creases at the side, obviously. I'm also wondering if he's a little spline-heavy. His mouth will need to be very expressive.

     

    This is probably the best face I've done yet, which gives you an idea of my lack of facial prowess. But it's all a learning process, so don't hold back your critiques and suggestions!

     

    Thanks,

     

    Zach

    post-7-1068782668.jpg

  6. I also have a curious scenario: When rendering final renders Open GL works super duper but I have to switch to DirectX to render wireframe and flat shaded tests. otherwise I too get a black render. I have a crap video card that came with my computer so I really cant bitch and it doesn't take but a second to switch over. This is on windows xp though.

    AFAIK this is a known issue (but I've been wrong about those before, ha!); even so, if it happens consistently you should send a report to support@hash.com, with your hardware specs.

     

    Zach

  7. Actually Zach, some Macs can render to file in any mode. I have a G4/400 with an ATI 128 card, running OS 9.2.2.

    Interesting--my iMac G4 has an nVidia card, and I haven't tried it on my iMac G3, which has an ATI card. Maybe I'll try it on the G3. Thanks, Graham.

  8. i have a problem. Everytime i render something other than as a Final render i get a black screen. Why???? I've been trying to figure this out but i cant. Thanks for any help you can give me.

    Hi, Sean:

     

    In general when reporting problems/questions like this, it's helpful to include your platform, version of AM, and hardware.

     

    I know that non-final renders are supposed to work in A:M under Classic Mac OS X, but don't work in straight Mac OS 9. This is a known issue. As for PC, I haven't a clue.

     

    Zach

  9. By the way: Preston Blair had *nothing* to do with this jawdrop animation. Sort of shows, huh?

    Dinna be too hard on yourself, Cap'n! :) The revision is very good.

     

    But if you want to go back to Preston Blair, take a look at the section on "Takes"; in my copy it's on page 148. Notice how on the "down" the character has his eyes closed. This isn't to say that you _have_ to do it that way; but motivated blinks when the character moves his head are always a good idea.

     

    Zach

  10. Thanks John! Maybe I should just sublicense your character. :D

     

    I'm amazed at how good the pose looks considering how few patches are around the mouth. You've given me a lot to think about.

     

    Have you done anything of that ilk with the female character? My character will need fairly well-defined lips because he'll have an Elvis-like look to him.

     

    Zach

  11. I've attached a piece of jawdropping animation.

    Hey there--

     

    Something bothers me about the jaw drop. I think it's when the jaw comes back up--I think it might be better with a little anticipation before it comes back; a head movement down, then up, maybe?

     

    I also wished for some blinks, but maybe you were just working on body animation. :)

     

    Zach

  12. So I'm looking at making a character that has hyper-purseable lips. In other words, when he says "oo" his lips not only close to a tiny circle, but they push forward a good amount (see attached illustration and please no jeers at my drawing skills). For those who are familiar with the Singing Sword from Who Framed Roger Rabbit, that's something like what I'm after. <frank>And altho-o-o-o-ough, I kno-o-o-ow, it's strictly taboo-oo-oo-oo-oo...</frank>

     

    I can create this with muscle poses, obviously, but I'm wondering how much splineage I should put around the mouth in order to make this look good both in the normal and the "oo" positions. He'll have to have full phoneme capability, too.

     

    Thanks in advance for any pointers and suggestions--no hint is too small! I need the help, believe me...

     

    Zach

     

    PurseLips.gif

  13. Just curious, what's the length of this one, and what codec did you use? Is it possible to put up a smaller version? Your character looks evocative, but your site is very slow (I'm downloading the clip now at about .8K/second).

     

    (I feel your pain... once when I released a short film all the feedback I got at first was "Put it on a faster server!") :)

     

    Zach

  14. I need a little advice on the best way to model a mouth into my head. I have tried modelling the lower jaw separately and then joining it but I end up with some nasty peaks. I don't want to play around with the gammas too much as it will eventually be a dancing bear (that sings a little) and i don't want any unpredictable motion.

    Conrad, you stole my avatar, damn you! ;)

     

    Could you post a wireframe? It's tough to offer modeling advice otherwise.

     

    In general (and I am _not_ a modeler, so take my advice with a grain of salt) it's best to build with the holes in mind rather than stitching them in later--this could come around to bite you with the eyes (unless you're going for a cartoony look with separate eyes) as well as the mouth. You might need to delete the bottom of the head and rebuild it...

     

    Zach

  15. First I should mention that there's no ratchet to hold the rope in place as

    it is pulled down.  The rope only goes down as far as the character is able

    to pull and maintain it.  I envisioned something like pulling up a small

    drawbridge or a bucket of bricks with only a rope and a single

    pulley.

     

    Oh, I get it! I guess the "pole" confused me--I was picturing that he was *climbing up* a rope that was anchored on both the top and the bottom--so for me the main question was whether the rope was extremely taut, or somewhat loose. If taut, of course, there would be very little slippage. But I think with what you're after, you got it right.

     

    Zach :D

  16. I animated a guy pulling on a rope, if you want to have a look.  Comments

    and critiques appreciated.

     

    http://www.davidbrittonjr.com/Movies/rope%20pull.mpg (512 KB, mpeg-1)

     

    Hi--

     

    My only critique would be the occasional hand slippage here and there, mostly as he's moving his hands back up at the end.

     

    However, if you animate the rope to take that into account so that it flexes with his hands rather than slipping, this won't be a problem and indeed might even be better than simply keeping his hands still.

     

    Good work!

     

    Zach

  17. I am trying to animate a walk cycle, and then blend a wave onto it as described in the Wave-Walk tutorial in the A:M 2002 Complete guide book.  My problem is that the wave doesn`t seem to happen at all..

     

    Is your wave action lower (in the Project Workspace) than your walk action? The lower action has precedence.

     

    Are there any keyframes on the arms in the Choreography Action? It's possible they would override the wave if so.

     

    Have you checked that your rigging constraints are applied properly?

     

    Zach

  18. What's that template of info that was mentioned? What OS and stuff like that?

    Exactly--platform, OS, processor, RAM, video card, the whole shebang. And AM version too. I have it in a .signature that I just append to my messages to support.

     

    Zach

  19. I wonder if I should let them know? I'm sure they'll see it here though.

    LET. THEM. KNOW.

     

    Always report bugs to support@hash.com or steve@hash.com, no matter how insignificant they may seen (and any repeatable sequence that leads to a crash is by definition significant).

     

    Zach

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