
KenH
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Everything posted by KenH
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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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It's in the render options.....but only when you select the shaded option. Turn it off, and your model will have holes in it (as in the image).
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This is such a cool model. Just a suggestion....try to model with the show back faces of patches option set to off. Apart from being "tidier", if you should want to use particles with a model, there could be issues.....eg hairs facing inward or collision detection won't see a face. Also, there could be problems with decalling. I really would like to take a shot at texturing it, but seeing it "in the flesh" makes me realise it's such a huge job. Well, I don't have the time at the moment. I don't think that I would have done a good enough job anyway.
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Oh. I might have a crack at this. Time to dust down 3D Painter.
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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.
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A work in progress clip from my movie, "Just A Wooden Sword"
KenH replied to kwhitaker's topic in Just a Wooden Sword
Looks interesting. Not much to go on though. Keep us updated. If you expand, you might get some volunteers....if you want any. -
Hey, that's pretty good. There are a few forgiveable rough edges (walk cycles for one). But over all it's a very good effort. Not a bad story either.
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I agree with Robert. Think of the two closed sides of the cube as continuations of the patches. Nice tuts btw.
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Nice gymnastics. I think he needs to straighten out at the top of the twirl (so he's almost horizontal)......and then his feet fall and the rest follows. You could have hours of fun if you reverse the action after.
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Nice test....the neck is bending nicely. And great lazers! Aha! I know what you're up to! I won't say a word.
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Whoohoo! A real live AT-AT! Looking perfect. For texturing, you might check out 3D Painter. As for the pose, I think the back left leg is too far back. It's bending too much (similarly for front left too actually). And the feet only barely raise above ground. They tend to take small steps.....staying level most of the time. Here's a good video I found..... AT-AT Edit: And I forgot....the back legs bend the same way as the front. Like a knee!
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I love how the cartoon plays itself. It's like reading without having to move your eyes much. I think you should make all the cartoons like that! The banner at the end should be clickable! Nice style and it's good to see you're waiting till you've plenty of content.
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Are you using DirectX? Opengl is usually more responsive. Also, if you have a hair material, you might turn it off with Shift+8.
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Show wire/spline view and we might be able to help.
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Advantages and usage aside, I was referring to him getting excited over some other supporting package and then getting quickly disappointed when he finds out it takes abit more work to get a spline model to work with it.
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Good to see you come to your senses. I assume you know AM is spline a based 3D package while others are poly based. And that you know the implications of that.
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If this were to become a Hash standard, I'd put another vote in for the hand gizmo. Face controls maybe if it didn't make it too complicated.