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Hash, Inc. - Animation:Master

KenH

Film
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Everything posted by KenH

  1. Thanks! I wasn't going to use him, but I just thought of an idea to enter him in the A:M I contest. So, I guess I'll be texturing him.
  2. You're improving! His upper body is too rigid and his arms aren't moving back to counter his legs moving forward.
  3. There are many ways to model a shape. Here's how I would have approached the base of the ship. If you look at the spheres on the cd, you'll see they only have 32 patches max to make them. Yours possibly have 4-5 times as many. You're thinking in polys.
  4. You're right, I was looking at the reference wrong because it was posed at a strange angle. This way looks better. I could move the neck point up 90 degrees on the head but I think this looks fine. I may animate him....if I get other projects finished. This was just a thereputic project while I wait for other stuff to come right.
  5. Looks good! Are you by any chance using imported poly models as a base? Those types of patch count figures are over-kill in the extreme IMO. I'd like to see a wire of the above model also.
  6. I wouldn't like to bump into him in a dark...um...mountainside. He's got lots of character! Looking forward to him moving.
  7. Here's one I just made. He was inspired by a drawing on another site but it's not an exact replica. He's pretty much your typical baby dragon I guess.
  8. It seems like the everything above his hips is rotating violently from side to side(axis going through his stomach). Instead of rotating it like that, you might try changing it to "rotating around the axis that goes through his head.
  9. It's abit jerky. There are probably too many keyframes on the hips or the graph is too steep somewhere. Excellent for someone with the stress of moving on his mind!
  10. The thing is when I walk normally(slowly) my lower arms move my arms more than the shoulder joint does...if you understand me. Also, maybe a smartskin would fix the peck deformation?
  11. Swinging his lower arms abit will give it a more flowing movement. Also, the right shoulder joint doesn't seem to bend naturally. The pectorial should be stretched when his right arm moves backwards. And it looks like it rolls too much. Keep it up and don't forget to drain that spinal tap! Don't fret either as it only takes a few tweaks(the right ones) to transform movement.
  12. That's terriffic. I think I detect a younger version of those kids in the Disney background
  13. Aww...man, now how was that done!?!
  14. lol Funny stuff. Cool rig too.....would you recommend that system? I'm not sure what's going on inside his mouth. You can see the background....do you have an inner gum/throat section? If yes, they might be flipped the wrong way.
  15. I hope I can ask more than one...why aren't there more? Maybe link this to the AM forum Rodney? Are you happy with how v12 is turning out?
  16. KenH

    Kapsules

    I think he's a mentor, so he's probably beavering away on something.
  17. Oooo...your skills are really coming on! Keep it up!
  18. I assume you're using 11t. This happens sometimes with cps when they're undone. It seems to be a bug. But in general, you really don't need to adjust bias handles. In the majority of cases, the existing geometry is fine. Adjusting the handles also produces unpredictable animation. When you say the model changes.....does it look more blocky or something like that? It might be the realtime resolution that's putting you off. Press PageUp to get incrementally better resolution. Also, you should render it(Press Q) to see what it's really looking like.
  19. Good stuff! On the hop, I'd say give the fall another frame or two. It looks a tad jerky but not much though. The walk cycle looks like a cycle. Mainly because everything stops at the same time. You need to offset things like arm and hand movements compared to the legs.
  20. Will Mac users with the Orangutang CD get the "Hair version" of AM without needing to upgrade to v12?
  21. Here's a way to avoid having to break the splines: Select the half you want to keep. Copy it Delete the whole model Paste You now have a clean half with out any automatic splines.
  22. There will always be the "12 rules" of animation and their implimentation. It's these and not the tools that an animator make.
  23. I was just going to say that! I don't know how you would improve the modeling though.
  24. That method doesn't seem to work either...for me.
  25. I just had a closer look....it looks like it's following the lines of splines but there are none there. Might you have some internal rendering going on there?
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