KenH
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Everything posted by KenH
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How else did you do it?! Another good tidbit largento.
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That's pretty good. I think in the render properties, there's an option to make the post effects "stick".....it's where the alpha option is under the range and path options (down the bottom). If you're trying to get interest in your animation (hence votes), I think it's a good idea to have your character in a "clever situation" rather than just talking. Look at past winners to get an idea of what I mean. Also, animation usually always benefits when there is someone else reacting to what's being said.
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It should work by just switching the slider in an action.
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You need to be in skeletal mode in the chor. It's activated using the face interface slider in the pose window.
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The main question is how long is your project going to be? The longer it is, the more actions there are going to be which makes navigating the PWS a pain. General computer efficiency is going to suffer if you have bigger chors too.....probably not alot. If you have say, a 20 min chor, then when you're working toward the end, there's a whole 20 min worth of keyframes sitting in memory. If it's just a 3 minute thing, then you could probably do it all in one chor. If it's more then yes, I'd divide it up. Also, there's the morale quesion to consider. It's alot less daunting to tackle three small chors than a single long one. With each chor comes the satisfaction of finishing something.
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So, it shouldn't be making anything transparent if it's a color map. Are you sure you haven't set it to a transparency map? Is it doing it when you render it too?
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Can you select all the cps and press the F key to flip the patches. In that image the patches are transparent which makes it hard to make out what's going on. From what I could see, you have a few dead ending splines which is where the creases are. No bias tweaking should be necessary to get rid of creases.....it's all in how the splines flow.
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All things considered, it's great. I hope you come back to this image in a few years and see how much you've progressed. For a 15 year old, it shows alot of potential. One thing that sticks out is the fingers. They're un-naturally straight. Then again, a demon isn't exactly natural.
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Yes, an image would be helpful. As others say, the image looks crisp enough to me. If it's not your monitor try rendering the rotoscope out at twice the resolution of the image it'll be in image it's a roto in.
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I guess the thumb is pretty much tied to the rest of the fingers in what it does. But it would be nice to have a control bone there for any tweaks.
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Cool! I didn't know you could delay expressions.
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The X axis of the hand gizmo feels much better now. Looking at the Y axis, the fingers raise up......that's a move that is needed sometimes, but for the majority of occasions, you're just going to want the fingers to delay going down. That means you have to use the X axis with the Y axis to get natural results. This seems counter productive. Gizmos to me are ways to get quick natural results. If anything else is needed, then it's on with the finger bones. I agree with the forearm needing to twist (more?) with the wrist.
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Yes, I get this too (as well as the old rotation flipping thing). I'll have to take a screenshot to show it. My guess is it's the video drivers haven't quite caught up with Vista yet. I have an amd/ati card.
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Short film: "Gone" -- black and white geometric abstraction
KenH replied to edlundart's topic in Work In Progress / Sweatbox
I missed this one too. It seems like some threads aren't showing up in the activity page. Anyway. please let us know when you have it completed edlundart. I'd love to see what it's about. Also, good tips on keeping your interest in a project! -
You want fries with that?
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Very nice. I like where this is going. I agree, there's too much of a horizontal line at the ship contact point. Some sort of wake would add a huge amount to it. This thread might help. Though there's no white water.... http://www.hash.com/forums/index.php?showt...154&hl=wake
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Great characters! Have you any animation done yet?
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Just found the update now.... It feels abit odd animating the fingers on a bone perpendicular to them. I'd favour the way it is in the squetch rig. But it's not a "deal breaker". As for the control.....yeah, working quite well. I'd prefer to have the fingers curl on all joints when the bone is rotated on the x axis. I'm not sure what the thinking is, but fingers bending on just the first knuckle joints isn't all that common.
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For back up, I'd recommend another hard drive. Preferably internal which are dirt cheap nowadays. Then you can use sync software (I use SyncToy) to duplicate your project data. Nice scene. For florescent lights, you might try using the ambient property to get it lit and use a standard light to fake the light coming off it.
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You can do it by making a new action running parallel to the cycle. Just make it an "Add" action in the properties. Also, pay attention to the ordering of the actions in the PWS. Finally, keep your model bone clean in one action at the top with no other bone alterations. Otherwise the model will jump positions. With this arrangement, the cycle can control the action, but you can make moves in the add action. However, if you need specific moves, it could be difficult counter animating against the action. Here's an illustration....
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Nice test. It feels like something needs to be a tad faster. What I don't know. Either the ship or the camera move. It's difficult to tell what is moving with no land marks.
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I can sculpt and I prefer it/am better at it than drawing. I hate drawing and it shows. I don't know if I'm remarkable at anything, but I keep trying. That's what counts. If anime is your thing, then you've come to the right place. AM is well able for that style.....in fact any style. Provided you have the patience....as with any 3D.
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You certainly know how to put your idea out there! All the ads are great. I really want to see this darn animation now!!
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Would that be Comic Con? Welcome to the wonderful world of AM! Yes, you can import an animation. Then in your chor, just right click on the camera and add the animation as a rotoscope. This will put the animation in the background and you can move models in front of it. If you move the camera, then the animation will move with it.
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Have you got a picture? Or even better......the project.