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

KenH

Film
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Everything posted by KenH

  1. Ah now you're talking!
  2. Damn impressive stuff....of course I'm refering to the dynamics and gobo shadowing.
  3. OR he was so insane that he was didn't comprehend what just happened. Then the gun took control of his hand and started shooting. So many iterations.
  4. 10,000 is next on the list!
  5. Looks good to me. To be honest, I don't vote in the animation contest as it takes abit of time to download and watch all the entries. I'd say voting numbers are quite low. Maybe you're animation is a matter of tast that didn't appeal to the voters? But technically it looks very good IMO. Yours was one of the animations I did download and I thought you would do well.
  6. That's looking great...glad you got it sorted. What do you mean here? Were you using the fall-off capsules for the bones? Or do you mean you had assigned the existing lip cps to the bone and when you added the new ring in between them, they were automatically assigned to the same bone...
  7. Hey that's not a bad idea! It would be great to make the PWS abit "less long". I don't know if it would be good if you were constantly needing to go into a models bones....it might get abit tedious. Perhaps if you could clip a toggle button to put the menus back to normal. Kind of like the "show more than drivers" toggle.
  8. Yep you've got plenty of splines. I would move the three at the shoulder further apart. And also, the bend seems to be before those 3 splines...whereas it should be bang on the middle spline.
  9. He's coming on! I'd suggest deleting some splines on the side of the head as it looks like overkill from that angle.
  10. Is it scaled in the chor or the model window? How does it look in the model window? Does anything happen if you press spacebar?
  11. Some experimentation
  12. Thanks for the comments. This is the model design I followed.....
  13. I was going to do that, but it would mean either a huge chest or lots of 5 point patches right beside each other. Then I saw images on the net with arms coming out of the stomach area....
  14. I have a bit of free time at the moment. Here's the wireframe...
  15. Hehe fun stuff...love his head!
  16. Thought I'd share my latest creation.
  17. Oh man! I'm glad it's you doing it lol That's an awful lot of 5 pointers to patch up! It's hard to see there, but I guess they get smaller as the tentacle tapers...
  18. Absolutely, you can add tear apart and stitch as much as you want. Make sure you practice on a copy though. Tip: Pressing shift as you add a cp to a spline causes that cp to conform to the existing topology.
  19. If you want to get rid of the creases, you need 5 point patches in there. Instead of running the spline into the leg, go round it and that allows you to put them in. Here's a mockup....
  20. Extravagent chairs!...don't let it be another few years before you add a table to the set!
  21. Excellent movement....the only thing I can see is when the little guy walks away and turns back, you should leave another beat before he waves. Perhaps the wave could be slower too. It's only a small thing and a matter of preference though. Can't wait for the high res models/lighting and background!
  22. Looks an interesting project! I can't get to see the animation as it's too large and I'd say others find that too. Maybe you can edit it or put it in a compressed format? Good luck with it anyway!
  23. KenH

    Kapsules

    Good stuff!
  24. Looks great indeed! I'm not sure if they want a realistic or a caricature oc though. You might want to ask to increase your chances.
  25. KenH

    Kapsules

    Does just weighting do it? No intermediate bones? Do you use the fall-off capsules? Doesn't the joint shrink if turned too much? Can you give an idea of the weighting values you use in a joint?
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