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. Good stuff and good idea! Don't be too rough on them Rod, eh!
  2. If it's at night, a blue tint is usually the colour used in movies to signify this. It looks good! Maybe abit too fast though.
  3. Aha! Now all is clear...except the script Very educational. Thankyou. I don't know how feasible it is to make a plugin. As you say it depends on interest. As it stands, if this is the way to do footprints in AM atm, I could see a demand there to cut the time and effort. You can put my name down anyway.
  4. Looks good as it is.....From memory of making him in Sculpey, his nose is more pointed at the end. Maybe it's longer altogether too? I think his cheekbones( not necessarily his chin) could be further apart too as Jim says. Post any changes you make!
  5. Can't wait to see it! Hope it's released worldwide.
  6. Looks really cool! I especially like the rock it's all sitting on. Is it mostly a material?
  7. Wow! Very atmospheric! I can see a game in that!
  8. Not bad at all! The wings look abit thin and when he jumps his back legs go forward instead of back. Keep it up.
  9. I just get sound and a black picture when viewing the animations
  10. Here's a scene from a pda adventure game I'm working on. All work done in AM with a little help from Photoshop. The car was inspired by pictures in this very forum! C and C welcome.
  11. The second one is best I think. It obviously shouldn't go as deep as that. I think also, it should die out faster and not ripple back in.
  12. Great work John! I'd love to see a run through on how you made the car if you had the time. Or even a wireframe of it.
  13. Excellent! You don't need any help
  14. Most of the time, I find it's faster to redo things than to try and hack away at an existing model. In fact, it's double faster because I've learned how to do it better along the way. No model is useless, no matter if you use it or not. A good way to model is to work in 2 dimensions first. Then when you are happy with the distribution of the splines, you can start pulling the points out in the third dimension. You may even consider sketching the model first and using that as a background template. Also, remember, you only have to model half the face and flip it over. Happy modelling!!
  15. I wish my first model was as good as that! Good stuff....like the teeth In order to know if he'll animate well, we'd need to see the underlying wireframe. Keep it up!
  16. I just want to echo the support....your skill and patience are God-sent!
  17. Got you now I'm going to keep stride length on and adjust the positions of the markers. Thanks.
  18. Right. I turned off "Has Stride length" and now I can see the "Repeat" option. If I read you right, the higher the Repeat number, the the more strides he will do. If so, I'm putting the Repeat up to 100 and he's not going any faster than when it's at 1. Is it me or my machine?
  19. Hi Randy Hmm....you're right. I'm reading the 2002 manual and it also has it in the Animation Master:2002 book. It *was* there, so, it makes me wonder why it was taken out. Anyway, thanks for the reply
  20. Me again Do you know where I can find the Repeat option? I want to make him cycle more times over the same distance and time. It's not in the same place as the Ease as it shows in the manual.
  21. Thanks Iham
  22. Hi, I'm in the middle of making a character walk. I've been following the manual to the letter on how to do stride lengths. I've done it and added my character to a path, however, it talks about an ease constraint in the walk properties....it's not in mine as you can see in the pic. How do I get it?
  23. Just saw this...amazing! I suppose her head is meant to be big?
  24. Here's the tree.
  25. Does anyone know why I can't get this guys iris to render. It's a material as opposed to a decal. I'm including the heirarchy to make it clearer.
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