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. Excellent.
  2. Hi David. Now that the eyelids have three bones controlling different parts of them, is there more control over them? How do we access that? Thanks.
  3. Yes, I've seen them before.....the guy makes lots of similar monsters. Can't recall his name.
  4. Definitely getting better.....especially the cougar. The rocks could use some moss.
  5. Looks great! Maybe you used an image for the proportions, but to me the head seems a little large and the neck short. But it gives another character to him....like a young raptor.
  6. Hey where's the progress?! Just because one queasy person felt sick from something you don't want there? Don't the rest of our opinions count? Tell him to close his eyes when he's visiting this thread!
  7. Real nice. Are the trees modeled? How long to render?
  8. Extremely competent work.
  9. Very nice. I assume this is them. The bear looks the least similar. I love the snow material you're using. And the human characters are great. On the snowmans' scarf, you might turn it down as it's obvious it has no thickness from that angle. Keep the AM flag flying!
  10. Another good one. You might think about moving the bin lid all the time before it falls. Right now it seems like it moves suddenly for no reason. Then again, something inside could be putting it off balance.
  11. How do I move the brows? The bones are all hidden in an action?
  12. OK. I think I'm getting it. Is there a way to make the mouth corners go out for the puckering motion? The slider makes the bone go in through the teeth but it needs to go round the teeth. Also, is there anyway to inverse paste the right pose shape into the left pose shape? Or do we have to do the left side sliders separately?
  13. Mark, I've committed Bill so you can take a look when you get a chance. David, that thread you linked to gives the mouth shapes to aim for, but it uses muscle mode to build them. Now we're using bones as you know. How do we build them.....grab the bones directly or use poses? Thanks guys.
  14. Another one for you...... On p29, I followed the instructions for the upper lid movement with the eyes. As you can see, the lids need to go down more. As you can also see, the poses are at 100%. What can I do? Same for the lower lids. Also, on the last page, should moving the blink pose do something? It doesn't for me. Or do we need to edit the pose to get it to move the lids? Once I get these sorted out I've finished the pdf. Are there instructions for after that?
  15. That's the problem. I had the lower teeth assigned to the LowerTeeth bone. EDIT True. The original FACE interface didn't cater for that option (based on the Stop Staring book). As long as there's a way to move the lower lips with the lower teeth/jaw easily using the nulls I'll be happy.
  16. I agree totally! But that's the first time I've heard that's what I was trying to achieve with that pose. I like to know why I'm doing things rather than follow the pictures blindly. Any ideas on this?: Thanks David. Edit: Just saw your other post. I'll hold on to see what develops. Edit1: Maybe the Maxilla bone shouldn't be a child of the jaw.
  17. I've been getting different results to the images in the pdf in the teeth area. On page 18 for example, when I move that pose, the teeth don't move with the jaw bone. Shouldn't the maxilla and lower teeth bones be children of the jaw_geom bone?
  18. That's probably all true. But can you give that to me in animation speak? I mean, like what mouth shape is this for. Mouth left and mouth right are the only shapes I recall that cross the centerline. Edit: Another example of how you could reduce poses is here. These two could be combined into one pose called LowerTeeth_right/left_limit
  19. Coinsidentally, hair could be your problem. Try opening AM with the SHIFT key held down. This will open a new project instead of the one you were working on. Go into the rendering options and check if hair is set to on. Turn it off if it is. Or you may need to press the Pagedown key a few times to reduce the realtime resolution.
  20. Just a quicky...... On page 6 of the pdf, what am I trying to do. The center splines of the lips move to the right. What's it for? How far should they go? Thanks.
  21. Aha. Now I'm getting something. I thought I had tried this, but apparently not. As I've marked in the image, the lower sliders don't do alot. Maybe they're the ones I did before. Right, I think I'm set to start setting the limits. You may consider combining the left and right side together in the one slider.....eg left/right mouth upper 2. That would cut the number of sliders and work required to define the limits. I don't know if there's any situation where you would want a-symmetry at this stage. That can be done with the nulls. Thanks for the help David (assuming I have it this time). I'm sure I'll be asking again.
  22. Here's how I normally do white renders.The light is a kleig with Z-buffer shadows instead of raytracing so it should render faster. Though raytracing is needed for certain instances. The ground is flat shaded. For the elbow snapping......maybe the rig isn't installed correctly. Or if it's not that, then usually FK is used for the arms unless something is being held eg hands on the elbows. White_render.cho
  23. OK, moving the poses in here gets some movement in the action. All the sliders are defaulted at 0%. Moving them to 100% doesn't do anything though and that's the direction I want the lips to go (the gums aren't showing). How can I edit the bones so they move up further?
  24. Another good one. One thing that bothers me is how it's neither male or female! It's just not natural. Seriously, one thing I really don't like is how the "porthole" in the beginning has sharp edges. I think it'd look better with a bevel/fillet. Maybe the back could be a similar color to the background instead of white. Also, when he creaks his neck, the elbows are snapping.....do you have IK arms turned on there? And when he goes to grab the anval, his fingers would natually bend back abit.....overlap. Are you posting these somewhere like youtube? I think they'd get some hits. Edit: His brows are kind of hard to see. Maybe they could be a different color or his skin could be abit lighter? Edit1: His shadow is getting cut off weirdly too.
  25. Ah. I think something clicked. I use the limits poses to drive the bones and change the shapes and look in an action (using the FACE nulls) to check how they look. If that's the case, I assume all the FACE nulls should move something, but right now only some of the mouth nulls are moving the mouth on my character. The rest don't do anything at all. Is something wrong?
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