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Everything posted by John Bigboote
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Looking good Dhar! Question...Are you using 'Zign Track' to aid in the facial animation?
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You could also import the sequence and then drag-N-drop it onto the camera in the chor...
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Ultimately...a .tga sequence!
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Noober- Coming along nicely...good minimal use of patches. Al- There is an entire forum called 'Development' where you can read all about HA:MR in it's 'heyday'... (I sure hope we all live to hear more from Mr. Ken Chaffin...) I recently wrote a 3 paragraph 'history' on it.... I'll paste it here: For newcomers... There once was a program (NOT a tool...) called 'Arctic Pigs' which harnessed the powerful realtime rendering capabilities of Animation:Master and allowed choregraphies to be 'published' into an HTML webpage. Once you installed a 'Flash-like' utility(JAVA?) into your browser you could view Arctic Pigs animations in FULL 3D...meaning you could interactively swing the camera around as the animation played (as you can in your A:M choreography). Arctic Pigs also featured limited interactivity, meaning you could assign commands to groups in your hash PWS that would trigger A:M poses or actions...so if you had an animation of a 360degree car spinning you could give the 'hood' group a command to open when the user clicked on the hood. Hash programmer Ken Chaffin has taken over the 'imagineering' and programming of the concept in it's new 'HA:MR' (Hash Animation:Master Realtime) form. He has initially addressed security issues and has released several HA:MR beta's including a HA:MR-viewer utility. HA:MR content can be published in later versions of Animation:Master, and viewed using Microsoft's Internet Explorer on a PC, with other browser and MAC versions to come... Possibilities to what could be achieved go well beyond just games, and the term 'metaVerse' has piqued MY interest immensely. Martin has always weighed further investment of time and dollars against user interest when it comes to RnD on something of this nature. Any samples that can be generated with the current incarnation help toward that end. Currently... there is no real standard that I know of in the 'Browser-3D-Interactivity-GameEngine' field, there are some out there, but none have gained universal saturation- like Flash did, for instance. I would hope that if there was any news to be issued, we would hear about it on this forum first. I check every day...breath-a-baited! --------------------
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Y'know--- we are all supposed to be using the HA:MR utility to be checking-out each others modeling WIP's like this...maybe some day we'll all fall in with that. Noob- it's coming along well, can't wait to see some rubber on it. Are you going to do some 'take-off' animation? I recently saw some good slo-mo of a dragster take-off, the squash and stretch in the tires is amazing!
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hurmmm...you may be needing to save and restart to refresh the revisions? I haven't used DarkTree's in V15 yet...
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I didn't see in your pipeline what you are using for compositing, which is where I imagine you are pulling your 'key'... Adobe After Effects has a nice keyer called 'Keylight' which is great for eliminating that green spill. as well as pulling a fantastic key.
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I've noticed this as well. I simply have made a habit of deleting the material before changing it, and then reapplying it once revised...you could also try adjusting the settings for the material under the models property window instead of in the 'material' window...
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Looking good...this list can be fickle...hard to get a rise out of, lots-o-lurkers. don't sweat it...just keep posting stuff. I'd like to see a final-render of your dragster-without the lines so I can see how smooth your splinework is.
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animated sprites a v15b test
John Bigboote replied to johnl3d's topic in Work In Progress / Sweatbox
No- not seeing your stuff, John...but QT in general has been 'fruit-loops' lately... (Thank-You...i-Tunes!!!) -
HEY! Thats fun! What movie is that from? That's some pretty good work! A little more tweeking...
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thom seems to have been injured with last test
John Bigboote replied to johnl3d's topic in Work In Progress / Sweatbox
It may be something he ate! -
Or is that a boolean...? Nice model! Isn't there a bolt down in the handle?
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not a serious topic or project
John Bigboote replied to johnl3d's topic in Work In Progress / Sweatbox
John- Did you animate that in 'real-time'? Or is it path based...? COOL! -
This is a common thread...if you use the forums 'search' feature and type in the word 'buildings' you will find a trove of past conversations on the topic.
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Nice...I like the grade at the base. ALWAYS good to see what you are up to!
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Barry used a common technique where you model 'swatches' for the hair and then apply a decal with a hairlock texture painted on it with transparency, bump or displacement. The only problem with this type hair is that it gives you 'helmet-head'--- meaning the hair has no dynamic flow or bounce. On a long haired character it would be as if she used a lot of hairspray. Hash's new particle hair renders strand by strand and the new Muhair shaders make it look quite radiant. It reacts to forces and gives nice secondary motion. Is your character going to be very active, or will she merely be standing still? (There is a sample of the new hair in my avatar, and if you hover over the bottom of the avatar a button will appear that will show another movie of this character with the hair reacting to a force...)
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Cool character! Turning the fanblade 90deg at each quarter (quaternion-rotation) is a 'fix', but there's a better way to do this. In your action or pose, jiggle the roll handle a little (So the program knows you are referring to that particular bone...) then find it's rotation parameters in the properties box. Right-click on the 'Rotate' and select 'Change driver to...Euler'. Now, you will find that the fan is much easier to animate as you can turn it past 180deg without additional keyframes...you can make it rotate 3,5,12,2000 times on 1 keyframe! This makes things like 'ramp-up' up 'ramp-down' a LOT easier, as well as the overall speed and look of the action.
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Is that the 'squetch' rig? I downloaded your file and see that you have the rig installed quite nicely and are all setup for animation! I would go thru and adjust tthe bones (knees) in the model so they match better to the actual geometry. Also, in the action make sure the bones that are at his knees are both pointing forward, one was backwards when I made a new action... IMPRESSIVE!
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Maybe try another way... OPEN the model first, and then drag it into your chor... May be a bugg! What version are you on?
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HA! I just went thru this exact same dilemma a coupla months ago for a Christmas TV spot: http://www.youtube.com/watch?v=9so-Q9NkhjI...feature=related I found that by using 'muscle-motion'(in an action) I was able to get the ribbon untying just the way my client wanted to see it, and then I let SimCloth takeover and do the rest...mad for a nice :30 TV spot done entirely within A:M.
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that is pretty powerful! HOW did you get the forced perspective in the 2nd image?
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Poor Pluto got caught in the blast...poor feller never had a chance being chained-up 'n all. If you are trying to peak interest and curiosities...you are doing a good job!
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Lathe an oval shape... put some speckles on it...