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Hash, Inc. - Animation:Master

John Bigboote

Hash Fellow
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Everything posted by John Bigboote

  1. That's another button Hash needs to add...'make dragon'...'make look cool'...now, 'make spaceship'... HEY PAUL! Dig your Simpsons characature! I had a buddy that specialized in doing Simpson's characatures...
  2. Stian- looking great...one thing bothers my eye tho--- That wire spanning from the cockpit to the tail...shouldn't that be 'taught' (or tight) seems if it had a little looseness it would provide no support whatsoever AND whip like crazy in-flight. I'm sure you are following reference and it is right...just looks out of place with the arc in it. BIG FAN!!!
  3. NO! In the materials properties box 'should' be a 'transform' dialogue...rotate one of the axis 90 degrees (the Z?) Test and adjust...
  4. Those are good questions...shows your figuring this stuff out. I would recommend doing all the tutorials at Hash.com or TAOAM (The Art of Animation:Master) course training. It's all in there.
  5. Excellent as always! Almost too clean...maybe add some smoke residue near the exhaust(?) Can't wait to see her fly!
  6. Pretty cool...I like your humble telescope (I thought it was 'Hubble' Telescope)
  7. I don't think that there is... I may be wrong. BUT-good news...there are several available from darktree for FREE. You can download the darktree simbiont from here: http://www.darksim.com/html/simbiontam.html I use darktree textures all the time...and highly recommend them!
  8. No...your right, PNG was not around in those days...you can UPgrade now for only $50 tho!
  9. Hey Mike...cool test...it's good to have something going on other than watching that 'other' thread... A thing to remember when using the new displacement feature... convert (or make) your art in Photoshop in 32 bit depth color range and save as a PNG. To convert what you already made... do the conversion than add a slight blur to respread the pixels in 32 bits... Thanks!
  10. What about something like Xnview or the like... I'm not so sure that PNG file format HOLDS an alpha channel... I seem to remember it just has transparency like a Photoshop layer... Speaking of Photoshop...it will do what you ask as well...you can automate the task using actions. Even Photoshop treats this task with 'special gloves'...instead of just doing a 'SaveAs' or export...you would go under 'help' and then choose 'Export transparent image...' this activates a 'wizard' that asks you questions about what you want...and gives you what you need. (Sample question... Is your art cutout on a transparent layer or is the transparency held in an alpha channel?...)
  11. I'm seeing 2 differnet things here: 1- putting a CGI character into a live action set utilizing 'camera tracking' (agep uses Syntheyes software) 2- putting live action actors into a CGI set... if THIS is what you are attempting...TRY converting your footage to a tga sequence. Also, I find that it helps to apply the footage in a model as a decal to a simple plane/patch... using cookie-cut so your alpha works (if) and then bring THAT into the chor.
  12. This reminds me of my 'pre-hash' days... I was looking for an inexpensive 3D app to do some motion graphics with and I bought 'Impulse Imagine' for $100. My first render came out all black and I never opened the app again... turns out there was no lights in the scene!
  13. Blobbies are pretty much what they are...meaning they are blobbies...not a lot to dink with. You might want to switch them over to sprites so you can alter their appearance in a photo editor 'pre-hash' OR stay with the blobbies and run the resulting animation thru a 'blur' post effect...either in A:M or a post production app like After Effects...
  14. Are you asking about 'How to apply a decal?' (affixing a still image to 3D geometry)
  15. I THINK EVERYONE SHOULD USE THEIR REAL NAME! just not me WELCOME!
  16. Very interesting! Are you using displacement maps?
  17. William Sutton has the 'grandaddy of all BVH toots' at zandoria.com but I'll sum them up. A BVH motion capture file is a skeletal motion file that imports nicely into A:M (Make a new action and import a character. Select New/Biovision BVH/ and then find the file you want to load and load it. The BVH will load frame by frame and may take a while for a longer BVH. You will then see a series of BVH skeleton bones in a tree separate from your characters rig. You will need to select THE parent BVH bone and rotate/scale/position it to your rig, whether just the face or the whole body, as close as possible. Then- using 'Orient Like/Constrain To/ Aim at' and other constraints you can 'nail' your rig to the BVH's bones...one by one. Then adjust adjust adjust until happy. The beauty of it is that once you have one installed you can then go back and load another BVH action over the first (Good time to use Save As...) and avoid all the constraining the 2nd 3rd 4th time 'round. Happy Animating!
  18. Yeah...thats a cool test for a 1st time. PLUS- it shows the zigntrack motion on a moving body for the 1st time!
  19. Is KeeKat selected in the choreographY?
  20. You can use A:M to do this too...though you will have to do the math. All the keyframes of the BVH 'should' be adjustable...meaning that if you drag a lassoo box around the keyframes (there's a LOT of them, and my computer slows down) you can then use the surrounding hash box to scale them in time...longer or shorter. SO- if you shot 10 seconds of action at 30fps and import it into A:M in a 24 fps project you would then scale all the keyframes to the 240th frame...or something like that. You could also use this method to generate slow-motion. I haven't had chance to play with this Luuk---but I can't WAIT! Yes...the mind boggles with possibilities!
  21. Great work! Seems like you could replace the logo and sell this to other companies as well...? ($$$)
  22. Looks like it converts to $172.55 USD...right?
  23. The snow was made using the .ai wizard...AND if you are interested in the models, I give them away FREE in this post http://www.hash.com/forums/index.php?showtopic=30194 FINISHED! http://youtube.com/watch?v=9so-Q9NkhjI&feature=user Beware...it's a full :30 and it's incredibly RETAIL. The 'UNtie' effect was animated fully in muscle mode, and you can see where the point is that SimCloth takes over. In order to achieve this, I had to take the last frame of the action where the ribbons are sticking out and save it as a new model, then I imported the new model and ran the SimCloth simulation over it, and finally placed it on the timeline where it needed to be and turned the 2 models On and OFF as needed. THANK-YOU for the support when I needed it... this forum is the BEST!
  24. I've not had success with this either. The feature gets you about 45% of where you want to be...which is nowhere. It would be GREAT if it worked...but it would be GREAT if cars flew too, count on neither too soon. Hash should stop counting this as a feature, perhaps they have already. 3D and Flash are really not meant to be...in GhostBuster terms it's a "crossing of the beams"...
  25. OR- HI-light the keyframes and hit the 0 (zero) key...as in 'zero slope'...which is another term for ease in ease out. ALMOST too easy!
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