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Hash, Inc. - Animation:Master

NancyGormezano

Film
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Everything posted by NancyGormezano

  1. I like the 2 tiered skirt - not sure why some would dislike it - Perhaps if the bottom tier were all lace? (but I like it the way it is) I agree about changing the color of the tail - perhaps a bluish silver grey ? love the suit, & earrings on the wolf. Very engaging characters
  2. Very nice choo choo demon guy - I think you'll have to work on the wood grain, to get it to follow the expected flow of the wood in spots. There are a lotta mighta picky people lurking about ready to pounce on that sort of detail. The model is very cute, well done - you might consider adding additional cars, caboose etc, tracks, maybe a clever scene, or dramatic lighting to put it in.
  3. I see what you're saying, more natural for a hoooman...but sometimes (a lotta times) one wants these toons to do unbalanced or unhoomanly things. More extreme, exaggerated poses The second does look like a nicer, more balanced eventual final pose - which when I look at it is how I might have aimed the hip controller manually myself, contradicting what I said before. I also could see instances of the first pose as well. It's also the transitioning between poses that one might want to animate the hip controller such that it lags or precedes the leg movement. I might also have made the hip controller point more towards the back, or front depending on what I did with the hips, head, and chest controllers. It's nice to have the option.
  4. Probably because "auto hips" is an unknown ... I was thinking it was sorta like that "balance" thing in the 2001 rig which was awful. I don't know why I would want to have the lower hip controller point between the feet .. I use the lower hip controller for more curvy body poses and more than likely, I don't aim it between the feet.
  5. What does auto hip do? Does that mean the hips move when the leg moves? If so, won't that change previous animation done with KuKlip? Maybe the default should be off?
  6. oh fun - very beautiful belly bouncing - definitely would like. but instead of calling it percent drag - perhaps percent jelliness would be more appropriate
  7. pink with bunnies? don't be ridiculous - duckies I say! (how quickly they forget) http://www.hash.com/forums/index.php?s=&am...st&p=217491
  8. Making "Cooper" is a good place to start: Thanks to Colin Freeman http://www.colins-loft.net/new_coop_tutorial/tutorials.html
  9. of course you can rename them - right click on the stamp and choose rename
  10. Close the model and re-open it. Sometimes I find if I make another unrelated change to the model it fixes itself - it's a temporary artifact.
  11. A very crude and clumsy way of using A:M to do this might be to change the settings on the lights in the scene to just have specularity set on (render), then only diffuse (render), then shadows only (render), flat shaded toon(render) - then combine the renders in AE - sounds like a lotta work for ??? - and sounds like composite is more what you might be looking for.
  12. Wonderful looking characters, great style
  13. YES! terrific, terrific start I agree - LONGER - and MUSIC
  14. Nice, Paul - Enjoyed watching
  15. In the event you might want to use the UV editor and you want to have multiple map types in one decal container - then I would recommend setting the color map first, as the first map in the container is the one the UV editor will display. If you have 1 map per decal container then it doesn't matter.
  16. as always - very a-mooooo-sing
  17. 32 bit to save the alpha
  18. Absolutely amazing Model !! and Yes...a challenge to rig and animate. (could you share the details of your lighting setup, please? - also very nice)
  19. How's your graphics card behaving? Have you changed the driver?
  20. Hi - This post points to a tutorial might help you - I believe it starts from the beginning beginning: http://www.hash.com/forums/index.php?s=&am...st&p=244810 ooops just read thru that and I don't see anything on IK constraints - which is what you'll need to know in order to rig your legs properly. The TAOA:M manual "Show some backbone" exercise would help in setting up a constraint system for your legs.
  21. This is a tough call John - They're all valuable, and different people are looking for different things. If your goal is to provide easy access info for others, then the more simple examples work better. BUT your more convoluted twisted evil brain experiments are very interesting to watch, as well as to try and figure out. I LOVE the last one. If these are going on a web site, then what might also help is more descriptive words for each experiment. i.e, categorizing, keywording the experiments with the feature capabilities that are being used in your experiments - eg Newton, blobbies, animating material properties, sprites, animated hair length, etc. I could help with that if you'd like.
  22. The Clip is very cute, well done - and Yes I turned off IK arms in the resolute walk (deleted it) and the arms went down, and worked better. More than likely nothing has changed wrt to the bone structure of Keekat - but the change with how IK switching is handled, is probably the snag. I don't remember resolute walk having IK arms - (doesn't mean it didn't, I just didn't check my library copy) - did you change it?
  23. Make the resolute walk have HOLD LAST FRAME ON
  24. This is a little difficult to see what your problem might be (from the picture) - as none of the settings for the actions are exposed. What we can see is that you have action1, followed immediately by action2, then the chor action takes over followed by 3 repeats of the resolute walk, with some transitioning to action3. What we don't see is how all the actions are set up (add, blend, replace previous action), to hold last frame?, etc. What setting are you using for your chor action - from the picture it looks like it would have an influence on all of the actions. It is also not clear (from the picture) which bones are being manipulated in which actions. So at what point given the image you posted - do things go wrong? after the 3 repeats of the resolute walk?
  25. Thanks for the Tut, Stian - very good!
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