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. What do you mean by silver? Objects have shadows which might be what you're talking about. If you want flat white, then there's an option to do that in the light properties. Or increasing the intensity of the light might be enough.
  2. I guess you copy and pasted alot. If they're all the same name with a different number after them, then you can use the "merge and purge" plugin on this site: http://www.sgross.com/plugins/
  3. I agree. The nostrils look like fly catcher nets. You might at least think about giving them thicker "walls". Especially at the bottom. I can't see well from this angle, but it looks like he has no cartilidge (perenium?) separating his nostrils. With the hair, I'd suggest thickening the base of the strands to fill in the gaps. Also, his teeth look like a single tooth. Maybe a gap or an indent would solve that. Otherwise, he's coming on good.
  4. Should you be in a compromising mood, it would be really helpful if the FACE interface switch was left at least.
  5. No. I'd be interested in seeing what it looks like though. Edit: I assume you're talking about a face made up of dots. It can't be done (normally) as cps can't exist without lines and vice versa.
  6. That's a shame.
  7. Not at all. That's probably the way I'd do it if we go that way. The problem is that an efficient standard is difficult to set without others input. Without that I have to go with my gut.
  8. As I say, turning off the switches creates more keyframes than turning them on. Don't worry about it. We'll sort something out specially for the SO characters separately later. (I was hopping some animtors would chime in here to get a consensus early.)
  9. That's why I asked how would be the most economical way to go about it. Well, of course, if anyone needs the functionality of the switches (eg IK arm), it would be a "rule" that they turn on the switches and switch it there......not go into the pose window for those things. Even if the switches are ON by default, there's still no guarantee everyone would use them over the pose window......unless there was a rule. Turning them off by default is a preference thing that I think Nancy also agrees with. Some more opinions would be nice. Maybe all the bells and whistles doesn't bother most people?
  10. No. I don't want the switches removed. I want the rig to be as free from "clutter" as possible when first starting to animate. It's a state of mind thing and all those "bells and whistles" could become daunting. Once the blocking is done (or before), then the switches can be turned on easily if the animator wants. They'll be invaluable for cleanup in particular where you have to hunt through several levels of poses to find the pose you're looking for without them.....for every character in every shot. The initial pose would need to be checked for each model, but the basics would be there....like master target turned on or arms rotated 90 degrees.
  11. Seems to be working ok. I need some input. From animating on TWO I think we would speed things up if we made a "default ON/Off pose" so that (if ON) the character will look normal (non T pose) when brought into an action/chor. These are things we have to do anyway, so I think it makes sense. If we do end up doing that, would it be an idea to have the pose done in the blank rig so that we won't have to set it up in each character after the rig is installed.....and the rotations (of the arms) would be standard across all characters. Here's some things I personally would like to have set up and ready to go in every action/chor: initial pose....arms down/knees bent/fingers curled/feet apart master eye target on ik chest on turn on thumb and finger controller bones eye lids down so not staring turn off switches Opinions/suggestions welcome.
  12. Can CAD apps export obj? I've had good experiences with that format in the past.
  13. Very creepy. Maybe it has a Silent Hill feel to it?
  14. It's the Balance pose. If you set it to 0% in the model, then he doesn't raise his leg. To change it you right click on that pose>edit pose, then you can bring his leg down in there. (Though there's something wrong with the rig installation/rig as when you move his leg down, his other leg goes up.....looks like his left ankle null controls a bone scale in the right leg.)
  15. David/Mark, is the rig mature enough now to start putting into the SO characters? If so, how do we get a blank version......just delete the Sam mesh? Also, is the installation similar to before?
  16. Woah! Did those limiting changes just add 300kb to the model? It seems so. If they did, I'd also agree they're overkill especially if the animator doesn't interact with the bones regularly/at all.
  17. If they're life size, you might add a subtle amount of fog. I agree they seem abit too crisp. Also, the shadows should be softer.
  18. You can. But you have to do it within the pose action.....using the "show mode than drivers" red x icon to get at the groups. Once you find the group in there, you can change its color at different percentages.
  19. Here's your posts: http://www.hash.com/forums/index.php?act=S...mp;highlite=%2B and here's your predator thread: http://www.hash.com/forums/index.php?showtopic=25000&hl=
  20. Nice project. 1) I don't have much experience with forces but your test seems abit too fast and strong. 2) Splines look ok. 3) You probably don't need grass further than what you have. See how it looks without. But if you need grass, don't use hair. Maybe a repeating grass image on a patch surrounding the set would do as well. 4) Did you do the dust foot step in the manual? Particles is probably the way to go.
  21. Ah gotya. You can do this with animation.....by switching off the A icon at the top. With that off, you can make changes to a bone rotation and it won't be keyed. But you can't assign this to bones so they'll always behave this way. But the bones will always create a key at frame 0 (because they're moving) and so be in the timeline.
  22. A path should do it. I'd need to see a picture.
  23. Using a curved path sounds like the easiest solution. Draw a curved spline in the chor that follows the ground. Delete your model out of the chor and then drop the model onto the spline path. Then drop the walk cycle onto the model.
  24. Even handier, there's a triangle icon in the corner of the rulers......you can set the units there. You may need to reset back to cm and change the mirror mode tolerance if you want to use mirror mode.
  25. Also, I agree with Nancy that the Switch_setup pose should be OFF by default. It's handy enough to turn on now and turning it ON generates fewer bone keys than turning it OFF. It also cleans up the bones when starting up which is a big inspiration plus when you're facing a blank canvas.
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