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Everything posted by NancyGormezano
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A layer is really just a special type model - ie, a 3D plane with an image projected onto its 1 face/patch. Other models can definitely be placed behind or in front of layers. Sometimes layers can be difficult to translate in the chor. Perhaps the layer is not positioned as to where you think it is? You can also scale and rotate layers. In my example - I've used an image for the layer that has an alpha channel. The alpha channel defines the wing (layer) shape, and coloring. However, you will not be able to "wrap" a layer around something - ie you can not manipulate it's cp's. Instead, you could just make a 1 (or more) patch model with the wing image as a cookie-cut type decal and then you can manipulate the wing model as you'd want. Not sure what you're going for - but if it's just a still you might be able to simulate a type of "photoshoppy" thing with layers - using alpha channels This doesn't sound like layers. This sounds like you are thinking about projecting a camera rotoscope image onto some models in your scene (eg a cube) - you would have to set the option for the model(s) to be a front projection target in the chor (as well as choosing a rotoscope for the camera)
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Under the options for the layer (in the chor) - make it flat shaded - adjust the other options (cast shadow, receive shadow etc) as well according to your needs
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Bob - Why not buy directly from Hash? - You'll be sure to get the latest. http://www.hash.com/store/
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Hi Steven Sound to me like you need to set some keyframes for the leg that you don't want to move. For example - If bone A starts moving from frame 0 and completes movement at frame 10, and you want bone B to start moving at frame 10, then you need to set a key frame for bone B at frame 10 that is the same as it's position & orientation at frame 0, so that it won't move. Many ways to do this. Copy frame 0's keyframe & paste it at frame 10 for bone B. Or another alternate way is move to frame 10 & hit the make keyframe. Or assuming no channel for bone B has been setup yet, move to frame 10 - wiggle the bone - a channel and keyframe will be set up. Delete the keyframe (not the channels) for this bone, and then hit the make keyframe.
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Looks truly terrific - you might try adding some hair to get irregular strokey type edges for the movie.
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Truly gorgeous.
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"Little Ditty" ... New Animation
NancyGormezano replied to wedgeeguy's topic in Work In Progress / Sweatbox
fabulous! great fun - a complete joy - congrats! -
Absolutely fabulous looking! - this interior as well as your other view of your church model : http://www.hash.com/forums/index.php?s=&am...st&p=225310 Love the economy of splines (don't let them beveling nuts get to you)
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I didn't check your project, but just briefly tried a test myself. Paths can be a pain sometimes - there might be some funnies going on with chor ranges being reset, and which chor action the path constraints got set in, and it what order. Can be touchy... So because I'm lazy, & to avoid the hassle of figuring it out perhaps...there might be a workaround for your situation: 1) can you split this part of your animation into 2 separate chor files ? (not 2 chor actions). First chor has object on path 1 and then does the non path action. 2nd chor file has object moving on 2nd path or 2) 1 chor file where you have 1 path (that is actually the 2 paths combined with extra distance in the middle) - Manipulate the ease & enforcement values so that object follows path until reaches end of path part A (set ease value=end of part A, enforcement still 100) - then enforcement =0 -, probably will have to monkey with objects positioning to not see a blip, do the unpath part - then set enforcement =100 again, ease = some new number = start of path part B. And submit A:M report if you really think you have all the chor ranges, ease, enforcements, etc all correctly set.
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sprites and cloth to make a simple splash
NancyGormezano replied to johnl3d's topic in Work In Progress / Sweatbox
tres bon monsieur moo -
sprites and cloth to make a simple splash
NancyGormezano replied to johnl3d's topic in Work In Progress / Sweatbox
excellent - but why is the ball being obscured? It looks like the cloth is transparent? or is that an illusion? -
cute car - cute movie - cute puffs of smoke (would like to see them more obvious). Like your trees too. Good Golly Miss Molly! It's the valley of the Jolly Green Hashamites!
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That really looks gooooood. Great jade. Great jade dragon. (maybe add some legs? wings? as well as case )
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trying to model a new character
NancyGormezano replied to johnl3d's topic in Work In Progress / Sweatbox
John, John, John... Must we? I was going to behave in my normally respectful, dainty and delicate manner...but now...I just don't know if I can contain any longer that ever present evil that lurks deep within me, always looking for the slightest excuse to escape... (She thinks to herself: Lemme see...I have this Mrs. Yoop animation I need to do, and I need a picture of Mr. Yoop ...do I dare? could I?...ohh...I must...I must...I have absolutely no other option, now) -
very definitely looks like camera flash in a stadium - it's a little too high a frequency I think at every frame, because it produces the illusion of motion - can you vary the interval to next flash some for each lensflare? rather than have it go off every frame?
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terrific - definitely a neat style
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very good - definitely like the style - fun - I'm thinking Gene Kelly tap dancing is just about to start...
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terrific ! - Both would look yummy together - radishes dancing with carrots ?
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oooooo....very pretty - I agree with Robcat, lovely Mother's Day Radishes they are ! Are you also combing the hair over time ?
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Terrific Jabberwocky, Caroline - very neat to see. Not exactly sure what you're asking about the arms - but if you are asking how to decal or flatten arms ? To flatten: isolate the top half the arm, hide all but that. Go into an action - rotate the arm to vertical in the action only (from front view), do the axis change (as you do for the face) and then chose flatten. Then apply your decal. You can then do the same thing for the bottom half of the arm. You could probably do a different axis change without rotating, but I'm too lazy to figure it out. Another way to do arms (without flattening) is to isolate the whole arm, go into an action, rotate arm to vertical when looking at it from front view, apply decal - but choose cylindrical apply. Depending on how precise you need your decals will determine which method suits you better. As for materials used as decals - and I'm not into duplicating the mapping exactly for materials as I look at them as really abstractions & patterns (and again I'm lazy) - but you can render a simple vertical patch with the material of choice in a chor as flat rendered, and at any resolution you want - I then use this image as a decal. But then you have to decide for yourself, the repetitions & method (planar, cylindrical, spherical) that best approximates the material when you apply the image as a decal to different surfaces.
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Both are interesting. I prefer the standard - but it's obviously personal choice. Just 2 different looks - both valid. What's your preference & what are you going to be doing with this guy?
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Wow - that's terrific - very powerful & high impact
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Terrific Stian! - loved the movie - very fun, and excellent as usual.
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Ohhhh noooo...we're all just showing off - you made a terrific animation - evidenced by our interest
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try a Harrier (AV-8B) for carrier take-off/landings - also does vertical maneuvers http://www.fas.org/man/dod-101/sys/ac/av-8.htm I actually worked for a short time on the Link real-time Image generation system part of the flight/mission trainer simulator for AV8B's. One of the display systems for the cockpit was a mapped dome & we had to do foveal & perpheral eyetracking of the pilot to display the correct imagery on the dome, ie, we had to predict where the pilot was looking (or going to look in the next 200 ms) - needless to say - many a pilot threw up in the simulator cockpit before I left - not sure how (or if) it eventually worked out.