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

NancyGormezano

Film
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Everything posted by NancyGormezano

  1. congrats!
  2. It is hard to know exactly what is happening, but I am going to hazard a guess as to what the problem might be. I believe the problem is that you are trying to animate these bubbles in an action (as action objects?). They will follow along with the diver, within the duration of the action (the action has a start and end frame within the chor). BUT, when the action ends in the chor, the positions of the bubbles are probably being reset to wherever they were before the action begins. It requires you do some "expert" keyframing to keep them under control. But as Robcat suggested, sprites are definitely the better choice, rather than modeling each bubble. However, if you animate the sprites (also as an action object) within the action, rather than just in the chor (constrained to the diver), then you will probably run into the same problem as to having to fight the sprites position, when the action ends. Using actions and action objects is trickier than it should be. Actions should mainly be used for repetitive motions (like walk cycles). It is more difficult to smoothly transition sometimes from actions to choreography actions, unless one understands how to keyframe the transitions, as well as the settings for actions (start, end, duration, repeat count, precedence order and overlap of actions & chor actions).
  3. I also went to CGtalk to view the thread. I noticed the question that you posed to the only fellow who offered a critique: "Was the story and the twist not clear?" For me, I have to say: What twist? Obviously that was not clear to me. What story? However, in this episode, there was enough presented that I don't yet know the story (as presented so far), but it made me want to know more. All I know from this clip is HyenaGuys hate HippoGuys and they all like to fight and kill each other. I'd want to know why. I find your visual style very powerful & more engaging than most "comic book" styles. Compositions, cinematography is very dramatic as well, and of course, the soundtrack is top-notch outstanding. Backgrounds are terrific. The animation could be improved, but that's not a problem for me. I can understand, given the violent game playing culture that is most likely your audience, the action pace was not as fast, bloody, abrupt as that achieved by today's video games, and it may be what your audience may have come to expect. They have come to expect phenomenal special effects as well. They will cringe at anything less than. The voice acting & sound quality of the voice tracks (only) needs some improvement. It felt like a foreign movie that was dubbed, rather than believably coming from the characters. Perhaps that is not a problem with your audience? I haven't analyzed why it felt dubbed: Maybe it needs a few more better mouth shapes, synced a bit differently? or camera angles that disguise the fact? Maybe it's not important. More disturbingly, I have watched over and over and I just can't understand the words of the hyena in the last shot when he is on the ground? What did he say? Is it not important? It is for me. As for feedback, yes stick to your style, ignore critiques that don't resonate. I am not your target audience. But for anyone who hopes to make money off their art: I will quote Largento: I am gathering you are painting your animation/story to make money. Listen to your targeted audience. And know who they are.
  4. Nice, nice and nice! Congrats Mark, Steven, and Gratien!
  5. Fascinating, appealing visual puppet style! Excellent voice, music, sound effects, camera work, lighting! All Expertly done! Kudos! (and yes a very strange story...but you knew that)
  6. Yes it's a wonderful looking set!
  7. wow! Nice choices!
  8. I agree more clicks, but actually gives more options - kinda neat
  9. white on black makes my eyeballs wobble - looks pretty, but hard to read for any length of time.
  10. after clicking on view new content, expand the "arrow" for the thread(s) that pop up, then click on "go to first unread post" (not exactly sure what it says...but something like that)
  11. Since Nemyax is a new user - perhaps he needs the link to latest version 17 - here's the ftp link to latest and older versions of 17 for both 32 and 64 bit versions. ftp://ftp.hash.com/pub/updates/windows/v17/ what! ICU???? please get well Steffen as soon as possible. So sorry to hear this.
  12. You can animate the percentage of the color type decal (show more than drivers in chor) If you have 2 or more color types in same decal, then you can mix textures - I do it all the time
  13. I have the same suspicions. I have not been using the NEW "stick mode" display of bones, but am using the traditional drawing mode of bones, and I am experiencing display funnies. (win 7 pro 16GB, nvidia gtx 650ti, 1gb, driver 9.18.13.3182) See my example of the different display imagery in ver 18a versus 18f in skeletal mode in chor, view from front, using translate mode handler. When you translate the bone, the ghost handlers will move in opposite direction of the bone (in this case in y and z, as it depends on bone orientation) Do you experience YOUR same weird display problems if you don't use stick mode? For me, I don't trust the display in 18f but I'm not sure it has any other impact, other than being annoying and confusing?
  14. ok, ok, ok - the nagging has worked! I have a few ideas that I might try
  15. That's a great channel - I love those really really old movies. Bring on the schmaltz! Fascinating to see how naive we humans were in terms of entertainment and social conventions, and yet haven't changed all that much in some areas. Film is a great recorder of history
  16. Well, that's pretty neat! - took awhile for pdf viewer to respond, but eventually it did.
  17. I am noticing a considerable slow down when trying to navigate to A:M reports. The wheel keeps spinning and I give up (maybe that's the point?). Navigating the rest of the forum seems to be about the same.
  18. 24 fps was chosen from early on with TWO, more likely through consensus, as it also means less frames had to be rendered (versus 30fps). In TWO we were saving both chors and projects, throughout the whole project. I would work locally with chors only, but would upload both the finished chors and the projects (referencing the finished chor) to the svn. T'Was silly. So we got smart with SO. With SO we were saving/uploading only chors (also 24fps) during the animation phase. But projects were then created only at the end of SO project, during the rendering phase (mainly by Holmes), as netrendering required it, and there were some things that got lost and are only saved with project data (eg rotoscope image references for fog, matcap image references, maybe environment maps used for IBL?, and other things that I can't remember)
  19. I do not use chors with embedded data either. But I'm not sure what you were implying by that statement. In any case: I have set my default frame rate to 24 (tools/options/units). When I start A:M (currently set to do nothing at start up - tools/options/global), I usually start with new/project, (which sets my frame rate to 24) and then import my chor. I only save chors (and of course models, materials, actions all in separate files). I do not save projects (unless forced) If I am importing someone else's project then the frame rate gets set to whatever they set in their project. If I import someone else's chor (into my default 24fps project) then A:M converts the chor key frames to 24fps, even if they meant their chor to be at 30. In the past, I have been known to start a chor with fps = 6 or 12, then set some key frames, then when I am satisfied with the poses, will change to 24 fps, to work in transitioning. I did this to avoid setting extrapolations to hold. Works (worked?) beautifully (I haven't worked that way in a long while)
  20. The theme of Sci Fi is pretty broad so I would say 'yes'. Of course those who vote will apply their own interpretation of what Sci Fi means to them. And just how broad is it? Above taken from wikipedia. See more here for infinite possibilities of ideas and concepts
  21. The hair I am trying to import from a 16b project is not muhair or kajiya. The properties look different in the property panel in vers 16b/32 (bow shows =75%) versus 18a/64 (bow isn't available). But I believe the hair looks the same when rendered. I am working on resolving some other file linking issues from going to new computer, so when I am sure that the problem isn't because of the linking, I'll post example, and probably amreport.
  22. I believe brightness is a legacy feature perhaps? perhaps related to using the BOW feature - which I am just now noticing is gone??? in 18a 64, but was there in 16b32 -UGH - I use that. Brightness has been there since the dawn of time, when hair emitters could not have their own surface properties, and when hair automatically and only took on the properties of the group surface to which they lived. It was available in pre-muhair days and perhaps it was a way to make things look shiny or dull independant of the group surface properties? I always leave it at 100% and let the surface properties of the emitter (and as well as the decal drivers) determine what the hair should look like. Muhair is a whole other ball of waxy fur with brightness issues. EDIT: I take it back: Bow is still there when I start a new hair material in 18a64 (not sure about 17g, etc), it is not showing up in the hair material (emitter properties) when I bring in old projects created in 16b32 (or earlier?).
  23. Oooooo...I like that!
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