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
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

NancyGormezano

Film
  • Posts

    7,863
  • Joined

  • Last visited

  • Days Won

    15

Everything posted by NancyGormezano

  1. I wonder how many times someone had to get bonked on the head before they fixed that? They still haven't fixed it.
  2. So cute! Nice goofy bounce to his walk. The clown foot turn looks a bit strange, awkward on the right foot, more so than the left. How would it look if you lifted/rotated his hip/pelvis up a bit more so that the foot can clear the ground? (This was assuming you only have one leg bone rigged, so there is no knee joint?)
  3. He looks terrific! Amen to that.
  4. Hmmm...what I read from that text: A:M (or plugin) would have to become open source?
  5. Love it. This info is terrific. Thanks. Every now & then...I get the computer upgrade shakes & willies...then I lie down.
  6. excellent. looks good!
  7. that is sooooo great - love the smoke!
  8. Good Job! I enjoyed them all (even Jason's spelling )
  9. Yup, best bet is to try tweaking the settings and see what you like. I like the softer look as well. However if you are trying to get different shadow looks on different models in your scene - you will probably have to work with light lists...lots a luck...but it can be done...
  10. I think you can probably get the z-buffered shadows to be somewhat dark by tweaking the shadow softness and shadow darkness - I changed the sun to be a Klieg, set the softness of shadow to 5% or lower, left the darkness of shadow = 80%, and the light width softness to 0 (probably didn't need to, not sure it had effect). I also did 5 pass, did not see that 16 pass made a difference (1st image). If it's not dark enough, change shadow darkness to 100%. It appeared to me that setting shadow softness to 1% made the demarcation between light & dark too raggy. 16 pass did seem to look a little better in this case (2nd image).
  11. Excellent! Thanks... (Now to figure it out without using squetch rig..but I think the basic info is there. Simpler is always better!) hmm, i guess you could just create some bow bones as children of the thigh / calf / bicep / forearm bones and make a pose with a slider where you move them in the z-axis, so they will form a smooth bow... uhh...hmmmm...is right...will have to play around...thanks again!
  12. Excellent! Thanks... (Now to figure it out without using squetch rig..but I think the basic info is there. Simpler is always better!)
  13. Thanks for the info Your new lady model looks terrific as well! How are you getting the bendy look on the limbs? (ie could you illuminate some hints on the weighting? geometry rig? or some other magic?)
  14. Yes there is much to be learned from Marcos! Here's link to Malo's generalized method for modeling a character - it may be a little difficult to follow because of awkward language (non-native English speaker, but eons ahead of me in expertise). The illustrations are terrific. I've already done your head using Malo's method. I will post, even tho my result is not as smooth as I would like, or that Malo or Marcos, or Will, or many others etc etc would do. I have to go out shortly, so will post screen shots later to show the steps using his method (maybe 18-20 steps).
  15. Fascinating! & speedemonissimo par excellence! And I agree, there are many ways to model...I particularly like Malo's approach of "extrusion", because it doesn't require rethinking. In summary: all humanoid heads, bodies have same basic topology, start with lathed shape and keep refining by adding loops for eyes, mouth, arm, leg holes, etc Perhaps, I shall try my hand at using Malo's method to demonstrate another approach (head model only)...uh...but since I'm sloowww and lacking your modeling expertise and acumen...I'll probably be back in a day or so with an example
  16. Ohhhh that looks terrific! love it. As a curiousity - what are your toon render settings?
  17. rename the file or move it to some other folder
  18. Looks to me like Phsx is way more than Newton, or fluids. AND it is very NVIDIA-centric. I read somewhere that Nvidia (PHSX) has been known to embed timebombs to cripple the engine's performance when any other type graphic card is present Apparently there is an arms race between nvidia and other developers to thwart NVIDIA's attempts at crippling. And there are other engines in competition with NVIDIA. There are plugins (still in development?) for 3ds max and maya, do not seem to yet incorporate fluid simulation. But this I got from nvidia website: Looks like even for poly world, this "plugin" is not "plug and play". I have no doubt Steffen, if he had infinite time, and the inclination, could figure something out...but to hook into one GPU manufacturer seems like a sure path to being at their mercy.
  19. wonderful! fabulous, fabulous!
  20. Perhaps you have backup projects checked? - new in vers 17 I believe. Go to tools/options/backup - uncheck backup project files, etc
  21. very nice! (I like the 2nd test better)
  22. Obvious question: Have you tried 17g? (don't know if that will make a difference). Perhaps there is a memory leak? What are ALL your render settings? (eg using ao? what % & what quality of AO, etc etc). Can you tell where in pass 5 (or is it really start of pass 6?) the render stops? (expand the steps). Do you have soften on? Can you get a complete render image with only 4 passes?
  23. Ditto.
  24. FUN FUN FUN - very well done! Those are commercials I would watch!
×
×
  • Create New...