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. The blend property is animatable - you have to "show more than drivers" in the chor. And yes you can do it by animating decals instead - and you would have to show more than drivers for that as well. EDIT: I was playing with displacement for bitmap material - and got ICE! LOCKh264loop.mov
  2. Also - in case you are wondering how to do a bitmap plus material, simplest way (probably all you'll need to do): create new material, change attribute to bitmapplus, add image to use, change size/scale to suit your model
  3. Looks good, visually appealing, very professional. Amazing amount of work. I am fine with the limited animation, lack of eyeball, eyebrow movements, but might have more comic connection with audience if they did have some rudimentary puppety face type emotions. I'm pleased to see that they less resemble the muppets than I thought they would, so no law suit coming down the shoot. One thing that distracted me first & subsequent times thru...which is my problem only...is the glossy, plastic hair - would rather see it felt material. It's obviously NOT important to change, but it was the one detail, that made me not believe they were puppets. I want them to be puppets! My problem. I rewatched this about 5-6 times, and found out that there was something I missed each time. So I would say that either I drifted away, or the sound track wasn't of good enough quality to hold my interest, or the timing didn't let things register (but it felt like good timing), or I am just so uninterested in Star trek (most likely). Given the limited animation, IMO, the sound track, storyline is probably the uber-est important-est. I'm not a trekkie afficionado nor have I ever played one, so I don't feel qualified to critique it from the parody appeal point of view. I would suggest getting some reaction/feedback from non-animating, non-storytelling, trekkie (non- friends) audience nutcases to get a better read on appeal, interest.
  4. Another easy way to animate the transition between 2 materials - would be to use 2 bitmap plus materials (with 2 different images) added to the LOCK group, and animate the blend property for the second material. I wouldn't bother with Darktrees for this. It's not like you can't find a "rusty" image to use for the texture, nor whatever you want it to look like for the 2nd. If you want it to burn up, then that's a different story, & would require different technique most likely.
  5. You must also delete the poses under Model/User Properties (oops see Fuchur beat me to it)
  6. Good going youse guyz!
  7. I like it. I am reluctant to critique one still, without seeing it in the context of the animation. Different criteria would be used. So...looking at this as only a still...I find the silhouette of the house more interesting, but more confusing - not sure what that rectangular lump on the roof is. But I like the scale of all the elements together and I like the composition. I find it more interesting, with higher impact than previous image.
  8. Here is a suggested file/folder system that is sorta similar to what was used on SO: Episode 1 ..prjs, cho's, .wav, script Episode 2 Episode N Shared Data ..Actors ....Actor 1 ......mdl's ......Images ........jpgs's, tga's, etc ......Materials ........mat's ......Actions .......act's ....Actor 2 ....Actor N ..Sets ....Set 1 ......mdl's ......Images ........jpgs's, tga's, etc ......Materials ........mat's ......Actions .......act's ....Set N ..Shared Props ....Prop 1 ......mdl's ......Images ........jpgs's, tga's, etc ......Materials ........mat's ......Actions .......act's ....Prop N ..Shared Materials A:M Renders ..Episode 1 ....tga's, avi's, mov's, pngs ..Episode 2 AE, Premiere Data ...Episode 1 ....aep's, ppj ....additional assets ......jpgs, tgas, etc ...Episode N
  9. I like the render style very much. One thing "odd" that I see is the white outlining of the grass in foreground (but does not bother me). I'm guessing that would be due to alpha channels. There are ways to get rid of it/minimize, if one wanted to, but requires fiddling. Off the top of my head, I think? I might know where to start, but I remember there being a post on this forum at one time, as to the best way to get rid of it. Not sure if I think the realistic sky/clouds is best choice either, might prefer more stylized clouds. Other thing odd, but perhaps is intentional (depends on story) is the window appears to glow, and looks inconsistent with time of day, and gives illusion of looking thru the house, and that house is a 2D cardboard popup.
  10. importing one model into the other is another way, and you will import the bones, poses, relationships as well.
  11. Whoop Whoop whoop! Fabulous! One of your best!
  12. Divine intervention. Or try support@hash.com
  13. If I recall, I believe there is some problem with using png images as decals, especially those that were created in photoshop. Try saving your decal image as a jpg or tga and see if that works better for you. I ran a test to confirm my suspicions see here
  14. great! I believe this happens when models get rigged in previous versions. I noticed this first happened on Scarecrow of Oz. Some models had been rigged and working and then all of a sudden they no longer worked in new versions of A:M. Don't remember when the version change problem occurred.
  15. from your image - it looks to me like it has the potential to be the same problem as here however, since this is a top view, and you didn't show what filters you are using in the chor, it might be something else. Does this behavior happen in camera view of the chor as well?
  16. Do the bones NEVER show in these chors? or is it intermittent? If intermittent - I find I sometimes have to switch to director mode, click on the model, and then switch back to skeletal. Or else perhaps one of your poses used does something funny (hides bones)? If you can never get the bones to show - then perhaps one of your poses has the model bone keyed? Don't know nuthin' about cps not showing.
  17. If I recall, I believe there is some problem with using png images as decals, especially those that were created in photoshop. Try saving your decal image as a jpg or tga and see if that works better for you.
  18. Has a nice feel. One thing that bothers me is the repetition of the floor board texture. Perhaps you could grunge it up some to obscure the pattern and have it vary more. In a still, it's obvious. It may not be that important for an animation.
  19. I too was able to make changes to transparency and get them to save. I believe however that there might be a problem with using displacement and transparency. If I delete the displacement crap... er... channels... in the materials, then transparency shows up. I tried it with a sine function material - 2 attributes only - modified transparency - worked. Then added displacement to material and the transparency went away. Maybe it is only problem with a sine function? (did not try anything else)
  20. Also - look in your render settings for shaded - it may be interfering with your real time display? ???
  21. ctrl + d only works for DECALS. Your topic title said "Not seeing decals or rotoscopes" so as stated above (let's hope 3rd time is charm): that looks like a rotoscope - that's a different animal. I have had problems with rotoscopes as well - at times (but unfortunately can't remember what problem was) - Does that happen with any image you try for a rotoscope? perhaps try a tga image to test? or a different file image format (jpg?) - different size? also try turning off grid and see if that helps. I'll let Rodney take it from here.
  22. see this post That link brought me to this topic? Should have brought you to post # 2 of this thread, but I'll save your widdle scrolling finger and repeat: try ctrl+ d - to toggle the visibility of decals on/off
  23. toggling ctrl + D for decals will turn them on/off in real-time, shaded - I don't know about rotoscopes however
  24. nice!
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