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Everything posted by NancyGormezano
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I'd say you need to get some head action in there - especially at the end - its too stiff - the head might look better if it's tucked into the chest tighter, and then rolls up, past the ending position, and then settles forward
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Yeah, right. uh-huh. sure. careful - don't let Martin see this....oops...too late.... looks great.
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as I said before - I love this style
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neat terrific wonderful style - love it.
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When you look at other people's images on this forum (try in A:M stills, contest entries) - do they look ok to you? EDIT: - I just took a look at your photos (my photographs) - they look good to me. It just seems to be some (not all) of the images in this thread that look too dark - but as you say - it is supposed to be a "twilight storm", and you seem to be going for silhouettes. Try some rim back or side lighting perhaps for some of the scene elements
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I like having the knee and ball rotator isolated as well - and a knee follow pose sounds good for those who don't. As for the neck roll problem - that might have been why I was seeing the funny behavior with the head geom going round and round when moving the hip controller (and head controller OFF) ... will check out your new update later
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Looks good...perfect.
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Thanks Mark. It's a little hard to give feedback - as I'm not sure who you're aiming this rig at. I gather the non-null foot controllers are because you are intending to develop some TSM type scripts for installation? It's liveable - but using nulls are so so much better. Better clarity when animating The ball controllers work real nice - Thanks. I did notice tho when using the ball contrioller, that a keyframe for the BalanceBase rigid shows up. I did enable the back2 geom bone to allow for translation (changed the manipulator status in the model). That is a good enough squetch for me for the torso. I don't need the precise equation of maintaining volume. One can also currently stretchsquetch the arms and legs both somewhat by translating shoulder, biceps, thigh geom (in FK mode). Not perfect - but usable. I also enabled translation for the Head Geom bone, and the back geom bone. If you want to have a good laugh - allow the head geom bone to translate, turn off head controller, and then translate the head geom bone up somewhat. The fun part: now move the hip controller bone back and forth - watch the head go round and round like the hands of a clock. uh...how is the head geom connected to the hip controller? - I know, I know I changed what you had - but still - very unexpected connection. EDIT: just noticed that can also translate hand and foot geom bones - for even better stretching - yah good...
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Kinematic constraint will not cause the bone to jump - "translate to" will unless you have compensate mode on (in ver 15 it is on by default, in previous versions it isn't) If you want to attach the wig to the head - you probably want to choose for the wig to "translate to" and "Orient like" to the head - both with compensate off if you want it to jump to same position, orientation as the head - or compensate on if you don't want it to jump & have previously positioned and oriented the wig correctly
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I was reticent to ask for finger controls (steves gizmo?), face controls when you rejected implementing heel controls (or at least sounded that way) - I figured YOU weren't interested. I would use this rig most definitely. It would have all that I would need for most characters. It even has some pseudo-squetching - good enough for me (last I looked) Even I would be able to install it, probably. EDIT: Just looked at your latest ver - looks like the pseudo spine stretchquetching - which was in the first version - as in could translate spine when chest controller was off - got "fixed" in most recent version - too bad. Can still stretch arms sorta when in FK mode (don't fix!)
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need I say gorgeous ship? but you knew that. Very impressive
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looks good David - You could probably widen him some more (front view) , and perhaps change the shape of his belly (side view) to reduce the preggers look even further. But since he will be animated, it's most likely the impression is only in my mind, and only when he is viewed as a still image. This is a caricature - so it's all a matter of how YOU want him to look - and he works wonderfully just as he is. I did some animated gifs (have to click on image to see) for you to see how it might look, with modified belly proportions.
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Hi Myron (thank you for your PM, made my day, I'm a sucka for flattery) Your image that you rendered and posted before actually looked like it had the alpha buffer turned on (see dialog I posted) - as the sky/background was black (meaning that nothing was rendered in that area). You would be able to take this image into a 2D paint program and composite it with other backgrounds - as well as in A:M (using a composite feature - I believe) To turn off the alpha buffer - ie render the background/sky color in those areas where no models get rendered - you would expand the buffer options in the render to file dialog - try rendering again with alpha buffer OFF. Only certain file formats have the alpha buffer option: targa, png, quicktime, etc - Avi's do NOT have the alpha buffer option
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but..but...I can't get my magic marker to work...do I need to take the cap off?
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Wow - that is really impressive. Excellent. EDIT: Wow! I just re-read the thread - looks like lots of Wows coming from lots of people. Wow.
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2 things - 1) Did you turn ON the TSM constraints (located in the poses) before trying to animate ? 2) The error message is a nuance - but doesn't appear to hurt anything- save your rigged model, close A:M and restart - I have noticed that it tends to go away or becomes less obvious
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Perhaps you have really just created a pose that doesn't yet have a relationship to edit ? - you can create a relationship by choosing "new relationship"
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Yeah I have to add my "me too" - it's truly a great visual style for a toot.
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yah - Very good character ! My one crit would be his belly looks pregnant. If that's what you're going for, then it worked! But if not....perhaps if the belly were given more width above the pants (ie from the front view & back) - it would convey a more love-handly look. (If you're going for pregnant, then you need to also give him some man-brea..um...er...never mind)
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Hoo Hoo - fabulous John! (but..ummm...huh? you stuck a whatsis in a whosis ?)
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Most likely Johnl3d will chime in here eventually - as he was doing something similar: http://www.hash.com/forums/index.php?s=&am...st&p=271412 essentially I believe - he placed objects inside a 100% ? reflective sphere/cube and set the number of reflection levels to some number of your choice (default =2) when rendering
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If your camera is going to move - then using a layer (or a dome) is what you want. If the camera isn't going to move then using the image as a rotoscope works Check your option settings for the layer in the chor - you probably want it to be similar to what I'm showing: Flat shaded = ON , cast reflections = ON , cast shadows=OFF, receive shadows = OFF
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Oh yeah - lots of good links there - thanks Caroline
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hmmm...just a guess: have you changed the gamma setting for rendering from the default? Calibrated your monitor? Which vers A:M are you using? and are you on a PC? Mac? Perhaps you can post the background image here. (your image didn't get uploaded) What are your render settings?
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Apply a texture to a pose, from which I can then return to the original
NancyGormezano replied to djr33's topic in New Users
First You will need to apply your decals in the action: Go into the action and go to the frame that shows the shape that you want to apply the first decal right click on the model (Under Objects not in the action but while still in the action window, select new/ decal/ image name, right click/apply go to other frame that shows the second shape - do the same as above Then you will need to create a new relationship (pose) for your model that will transition between the 2 decals by changing the percentage that each decal shows ie at 0% of the pose decal 1 shows 100% and decal 2 shows 0% at 100% of the pose decal 1 shows 0% and decal 2 shows 100%