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Hash, Inc. - Animation:Master

Gene

*A:M User*
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Everything posted by Gene

  1. Stian, Great work as always! Cheers, Eugene
  2. John, No offense, but I thought you might have wandered into the video section at Blockbuster and looked at "Yoga for Couples". Took me a bit, but I finally understand what creature you are talking about.... The eyes would definitely help! E
  3. Stian Very nice work. I really like the layout of the splines. Do you have any good resources for references or are these from photos? Cheers, Eugene
  4. Hello All, I have a situation where I have created a walk cycle and want my character to wave and turn his body during and after the cycle. The problem is that as soon as I move any bone which is keyed in the walk action, it wipes out all the previous keyframes from the action for that specific bone. So, for example, the feet are cycling quite nicely along a path and if halfway through I move one of the foot control bones just slightly, then that specific bone no longer cycles normally. (I hope this makes some sense). Can someone help me out here? Thanks, Eugene
  5. David, Nice work on the metalic finish! Looks Sharp! E
  6. Roger, I could have used that a while back, but never thought of it. It's quite a simple thing to do once you see how someone else did it! Thanks, Eugene
  7. How did you approach the twist in the wire? Eugene
  8. Nice work. I did just a couple of pillars as an experiment a while back... Eugene
  9. I think the really great part of this is that it is scientific, but at the same time leaves a lot of artistic creativity up to the Modeler, Animator. I am also really interested in what can be done with AM in this field. Best of Luck Eugene
  10. Jamagica, Your quick! This took me about 1.5 hours. Not a very detailed model, but good enough for distance shots. E
  11. and the model.... Cheers, E Umbrella.mdl
  12. I saw a post about an Umbrella and I decided to make one up, plus throw in a pose slider for control....basically adjusted CP's. There is no rig/bones on this model Cheers, Eugene
  13. Good for itchy feet! Was supposed to be rubber material, but the bump map is set at 100%...simply scale down to your liking... Cheers, Eugene
  14. And the model file... E BathroomScale.mdl
  15. Nicely done. I really like the layout of these ads. Professional work. Cheers, Eugene
  16. Don't forget...skycast and skylights can work wonders! Eugene
  17. I would most likely start with Streaks...this is usually a good place to start for rain.
  18. Just a model I am doing for fun... I am looking for any ideas or suggestions that you think might be on a bicycle from the future? (Not too futuristic...maybe 5-10 years from now). Thanks, Eugene
  19. Hey Guys, This is one of these "good from far" deals. I noticed that there aren't a lot of realistic cars available in AM and so I did this as a test to build my modeling skills. I really didn't do justice to the vehicle as I simply slapped a decal on for the lights and didn't really care much about the materials and stuff. I didn't even add door handles. I am hoping my next one will be better. I really learned a lot by modeling this car. This one was done strictly with rotoscopes and a lot of artistic shortcuts. I think the easiest thing for me was to start with the grill at the front and work outwards. I also used another technique where I quickly laid out the splines with no rhyme or reason and then went back and made those splines non-selectable. This way I just used the shape and went over with a new set of organized splines. In some cases, this was easier than trying to repair my original mess of splines. Cheers, Eugene
  20. I think it's coming along nicely...especially for your first model. It reminds me of ddustin's contest entry http://www.hash.com/stills/displayimage.php?album=23&pos=23 Just curious, but are you planning to animate this for some purpose? Cheers, Eugene
  21. Here is a shot of the bones/rig. Thanks, Eugene
  22. Hi Nathan, I tried to increase the MASS value of the balls in increments up to 5000 and the wires/rods are at 0.01. You can see the results below...nothing really changes. Also, I noticed a couple of other things...depending on the Mass settings, the Collision radius seems to be change. That is, that the first time the balls hit, everything seems in the right place, but the subsequent hits, the balls surfaces might not be touching or in other cases, the surfaces pass through each other. Can someone tell me if the collision radius is calculated from the start or root of the bone? Also, maybe there is something in my setup which could be improved for better accuracy? I was trying to keep this simple, but perhaps the rig is really important? Thanks, Eugene DynamicsTest_4.mov
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