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

John Bigboote

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Everything posted by John Bigboote

  1. Seems to me like you might be '1 plug-in over the line'... I can't see why sweeper was used...or SimCloth for that matter. If you just wanted a falling brick wall, all you needed was Newton...no? Cool results though!
  2. VERY interesting! This spurs the imagination with possibliites. Animated spokespersons...whatabout this: Feed 'live' facial data and audio thru HAMR to control a character that can be seen by millions instantly... Anything you could divulge on your process? Do you HAVE to look like a Ninja to use it?
  3. AJ2- Nice work! Done? C'mon...they are never ever really done...we just give up on them! I'd like to see you expand her in a couple directions: -You should learn the benefit of the displacement map. You could add subtle details such as muscle tone, lip crackles, nipple protusion, belly button... -You should also look into using V13/14 's hair feature, which has just recently become quite robust, powerful and dynamic, and dare I say...almost 'photoreal' -Her cape is also begging for V 13's SimCloth feature. Great work!
  4. I'm not gonna ask what you been doin-a-dat-wabbit! A general rule of thumb: If you did something cool once...you can do it again, and again-better each time even. So redo what ever you did with rabbit and when done use the 'Save As' function with the rabbit.mdl file. Have you watched all the great free tutorials on Hash.com? They will get you making cool stuff real quick, the rest will come with further exposure to A:M with time. Do not give up. "Baby steps..." (Bill Murray) WELCOME!
  5. That rocks! I'd like to see the movie a little longer...maybe the flowers recoil as they settle... great test!
  6. I'll try to 'sum it up' in a nutshell for you: Basicly, make a new action, with the character you want(rigged), right click on the new action and select NEW/Motion Capture Device/Biovision BVH file. Then, right click on the newly-made BVH within the action and select 'capture sequence'. You will now have the BVH's skeleton within your action, and by scrolling, you can see it's motion. You will want to scale the BVH to your character, so grab it's main bone and scale and position it to fit. Now, you will want to constrain your character's rig to it. This is all done using 'transform to' and 'orient like' constraints. So, on frame one, select your characters right foot bone...and choose new constraint...transform to...and select the BVH's right foot as the target. Do it again with an 'orient like'...at this point you will notice that you will need to make some 'adjustments'...perhaps the BVH's roll handle was not pointed the same way as yours was, you cant adjust the BVH but you CAN adjust yours, and while you are at it adjust it's placement in XYZ space to the BVH's foot-bone placement. You now have the foot done. Do the same to: 2 feet 2 hands head pelvis torso I use TSM2 rig and also turn ON the knee controllers and give them an 'aim at' constraint to the BVH's leg bone. I also find that things go better by using 'forward kinematics' instead of inverse on the arms and legs. Some BVH's work better than others, some don't work too well at all. A nice thing is that once you have one working you can 'Save As' and then import ANOTHER action and not have to do all the constraints. ADJUSTMENTS are the name of the game, and many need to be done down the timeline to keep feet on the floor and arms from passing thru torso's etc. The BVH contains manymany keyframes on each frame for each bone, and they are easily editable, so if you see a 'pop' in a bone's action you can go in and remove those particular keys quite easily in A:M. Good luck- I hope this 'Reader's Digest' version is of some help in getting some Hasher's onto the BVH bandwagon, now if only one of us had access to a working motion-capture rig, instead of all these 'borrowed' BVH files. Many FREE BVH's can be found at freeBVH.com , and Mr.Bones offers particular BVH packages thru mrbones.com
  7. Wow. This could be the start of something BIG! That seems to work a LOT better than the V14 Hash2Swf exporter...any way to run a rigged animation thru the mill? Quite impressive! MC
  8. The above test worked fine for me in v13.0o on a PC...did you set the constraint to 'spring'? I HAVE been having issues with this latest version and dynamic-constraints that were set-up in previous v13's.
  9. CD= Collision Detection...I don't understand the other Q...(question)
  10. That's the start to a GREAT story! 2 things: The Earth looked a little too 'greenhoused'... and the glass of the spaceship was a little fogged-up. Your fellow hashers can help you in those 2 departments should you want. Cant wait too see more!
  11. If you apply a dynamic constraint to a bone...you will see it has a CD option, though I'm unsure if it is detecting other bones, CP's, or mesh-geometry in general...preferrably the latter. The thing to remenber with collision detection...it's pretty 'hit-and-miss'. (chuckle)
  12. Yes, you need to set the action to repeat...there is a place to set that in the property box right when you apply the action to the character...it's default setting is 1...try 5 and adjust from there!
  13. I've got to go against the grain on this one. Stick with Maya. You proved you can learn it, so keep at it! Most of us are here in A:M-ville because we can't learn that shit. A:M does have ease of use and a better learning curve, some advanced features and a great user-group...but Pixar will ask what application you made your stellar samples in (and they BETTER be stellar!) Maya or Max will mean a shorter training period to get you up and running in the Pixar/polygonal system. A little off topic but- There's a guy I used to work with. He started in Maya about 2 years before I started in A:M...(1998) He wanted to become a Pixar animator...it never happened for him. He recently retired from animation at the golden age of 32. After doing 7 years of what I call 'spinning cars' at $50,000 a pop...pop after pop, he walked away. Said he had made his nutshell, time to do something else. He now runs the video show for his church. You can see a small portion of his work here: http://gracewild.com/divisionx/index.html He is a success story. There is not a whole lot of success stories in the animation business. Things may change, but I think a young person's chances are better at becoming 'gainfully-employed' with Maya or Max than A:M or Lightwave, or any other app. Don't believe me? Check out any jobs site. Best of luck! Knock us dead!
  14. Very good. The eyes are quite captivating.
  15. Looks to me like you have a spline that has been peaked or does not extend it's bias and magnetude in both directions. Tear that sucker apart and make sure that when you rebuild that particular piece of geometry that you make sure the splineage is pure... meaning when you click on that CP... it should show 2 control handles coming of both sides of the spline...if there is only one than the beziers 'perfect math' is being compromised, thus the creases.
  16. COOL! I see you start from a profile, whereas I find I always start at the 'nose' and work my way back. Very interesting!
  17. NO! You should not need to re-render the file! I hope I am not too late! Leave it as a .mov (QT) This forum prefers QT, and as Dhar said use Sorenson3 compression. You will need to make a new project, import the 'big' file and drop it on the camera, set the camera's output to 320X240 and look for sorenson3 in the compression dialogue- render it that way.
  18. WOW! Shadow only...thats great!Thanks PAUL!
  19. Since you are compositing in Photoshop, make yourself an element! Make a new render...named something like 'shadow'...in this one, turn the ground back on...but make it so it's pure white in color... turn OFF all lights that don't throw shadow and aim your shadow-making klieg so it throws a nice shadow from the cameras POV...also adjust the klieg's intensity/shadow %/softness/shadow color- so it throws a nice dark shadow. Next, you will need to 'extract' that hi-contrast shadow in Photoshop. There are a dozen ways to go about this...let me know if you need me to elaborate on one of them. Have fun!
  20. Cool Beans! Did CGSphere provide the background setup as an A:M file or did you just re-create it via rotoscopes?
  21. Come on in...the waters fine!
  22. NO! Don't do it! Amazing work, Stian! So, David...did 2 Neons actually get in an accident together? I agree with Rodger's assesment about the splinage conservativity and accurate automobile modelling. The 'only' thing about this car that my eye went right to was the headlight....something is not 100% there. I really like the interior and it's minimal splinage. Great work! David- you must be getting quite a collection of cars!
  23. Wow! We'll pray for you, brother.
  24. VERY cool! altho I can't figger how it loops off one side of the screen and comes on the other....is the arena scoreboard movie you showed the same as the small quicktime? something seems different somehow...the scale or sumthin. From one scoreboard guy to another...GOOD WORK!
  25. WOW! A nice spot...a great message! Now, have you thought about 'farming it out' to other states...counties...or do you not have the rights. It really ROCKS, entertains and informs, well done.
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