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Everything posted by John Bigboote
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Result from 3d rotoscope modeling
John Bigboote replied to pleavens's topic in Work In Progress / Sweatbox
Nice work Phil....I'll keep that technique in mind. That reminds me...my car insurance is due- -
Yeah, you know what this car is..or you better
John Bigboote replied to pixelmech's topic in Work In Progress / Sweatbox
One of my favorite pieces of animation...of all times...is in the Speed Racer credits when Speed jumps out of the Mach 5 and freezes while the camera rotates...the 'Matrix' effect circa 1961! -
V11.d+ HAIR and Collision Detection
John Bigboote replied to John Bigboote's topic in Work In Progress / Sweatbox
So it looks like to get Collision detection working better the solution (might be) to use a really, really, dense scalp and because that is denser you can thereby lower the density on your hair emitter. Lowering the hair emitter's density will lower the amount of secondary filler follicles that are created, and because these 'filler' strands are whats crashing thru the geometry you would almost want to eliminate them altoghter. This would make grooming the hair slower, but with much more control as well. I'll give this a try tomorrow on my 'carwash' test project. Ms. Folly, nice test...is that you? Did you see my hair test? Click on my weblink and select the 'hair' button on my webpage. I hope you don't easily offend... -
V11.d+ HAIR and Collision Detection
John Bigboote replied to John Bigboote's topic in Work In Progress / Sweatbox
I didn't see any movie clips attached...I think you can only attach 1 (1mb limit) per reply. I'll have a looksee tho... -
V11.d+ HAIR and Collision Detection
John Bigboote replied to John Bigboote's topic in Work In Progress / Sweatbox
And here's the project. Feel free to dink with the settings and show us the optimal settings. One thing I learned: The denser the mesh, the better CD will work. At first I had the bottom surface of the blue 'brush' as only 1 surface with the hair mat applied to it and I got NO response from the collision detection. So I made the little divisions (more patches) and that helped CD a lot. Still, there's definately some 'weirdness' happening with the CD... I look forward to seeing what others can do. Think: 'carwash'... HAIR_collision_detect_test.prj -
I've been toying with v11's hair and collision-detection and came-up with a test scenario you may find helpful should you wish to experiment with this feature. In my opinion, it works, but could do with some improvement. Here's a movie...project will follow in subsequent post: CollDetect_test.mov
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Vern- Anything I can do to disturb the peace in your nieghborhood puts a wee smile on my face! But I get the hint, maybe the sound on those buttons IS too much... Just a very Hi-Res (6000X1500px 150dpi) eps file of Ronald in his hero2Dpose. I started at his pants bottoms with a nice, dense edge and extruded UP...onward and upward till I knew it seemed to be working...then I extruded DOWN to the feet afterwards... Still haven't heard from McDee's...
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Thanks folks--- I 'think' what Paul is referring to is 'McNipples'...and they aren't on the menu.... I am Matt...the 'boobie-mator'... John Bigboote is my alias... even I get cornfussed... THANKS!
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Just thought I'd show... I put a new clip up on my site... McDonalds restaurants wanted to previsualize what it would look like if they took a display from a flat 2D photo to a mocked 3D vacuum-form. 2 days later I had this model, fully extruded from the hero pose photo, and all one mesh. http://campbellanimation.com Comments welcome.
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What was the game named and how well did it sell?
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How about $9.24 for a year? With ALL the belles and whistles? Look for this thread: Web hosting: can you help me? (Pages 1 2 3 ) Up in the main A:M directory, currently on the 2nd page of posts. If you do...please use me as your 'recommender' (campbellanimation.com) there's a rumor going around that they (dreamhost) pays $100 per referral...
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Nice. Frank is referring to the fact that there are 2 ways to skin that cat. The way you did it and the other way is to use an alpha channel (matte) on your label artwork. Good job to you and your 'pops'!
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Yes, a bit dark...especially on a bad monitor. Solution- Add more lights.
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Great work Brian. It's fun to see you pull that out of storage and rework it. In all fairness to the 'original-version'... I still like it...and almost prefer it. And I'm sure it was not rendered with multipass....
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Dandy DNA! Really big version...
John Bigboote replied to heyvern's topic in Work In Progress / Sweatbox
Good stuff Vern! Well modelled and highly comical. Now we know why you were working on that booleaned bag of goo! It has a 'Mad Magazine' sort of feel to it. -
CLAP! CLAP! CLAP! Awesome use of a BVH! That was COOL Jimbo! Reaaaallllyy cool! Just WAIT until we get our hands on v12's SimCloth with these BVH actions.... Thats the only thing looked unnatural there, was the fact that she was so 'glued' together...she needs some dynamics. I agree, the feet are a detriment. Shoes are much easier to model. Feet are even ugly on beautiful human supermodels. The answer? Slap a set of stiletto's on her. No? how about some Converse AllStars then? That animation was entertaining. Thanks!
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Awesome Jimbo--- I'm with Vern...never knew about yonder patch images. Could we get a shot of her without the jeans and sweater so we can see the underlying geometry?
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Could I get some sesame seeds on mine?
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Two new animations ^^
John Bigboote replied to Ernesto Esteso's topic in Work In Progress / Sweatbox
You've got a great 'pose to pose' style, Ernesto. -
Hubba-Bubba! Thanks for showing! One thing I notice...or rather don't...if you could throw a 'rim' light on her head to halo her hair... I like your approach to hair...it's NOT V11 hair but it is tried and true...you've got me thinking about trying it... Nice work Noah!
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No, Newbert...Most motion capture rigs don't capture finger motion. You can always animate them yourself though.
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Oh really! There's got to be a story behind this! Martin, did you ever get it working? Do you have any BVH files you could share? How long does it take to get 'up and running'? I did a google search but didn't learn too much... is this system wireless? Does it connect to any PC or does it have it's own CPU? So 16 sensors... that's feet 2 ankles 2 knees 2 lower body 1 upper body 1 elbows 2 wrists 2 hands 2 neck 1 head 1 ??? How much brain-surgury is involved in running this? Very interesting...
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Star Wars Guy... Your question is almost EXACTLY the same as I asked in the reusable motion forum about a week ago... A BVH file is a motion captured 'skeleton' with keyframes recorded on every frame. You can use any rig, what you do is 'attach' your rigged character bone by bone, limb by limb to the BVH skeleton. This is done with simple 'translate-to's' and 'orient-likes' and then adjustments, adjustments, adjustments... The beauty thing is, once you get the hang...you can start to manipulate or enhance the mocap data. Once baked, the mocap action can be edited with other hand animated actions...so you can use a mocap 'spin' and then make your character walk away with a walk cycle you animated. The BEST way to get up and running is to read Will Sutton's tutorial. http://www.zandoria.com/motioncapture.htm Experiment, experiment, experiment.
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Kevin- AND---if you REALLY have a lot of time for a render...turn on dynamics for the hair...I would LOVE to see that!
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HeyVern! Thanks for the comments... glad you like d the 'Stones'... The whole webpage is due for a major design overhaul, the portfolio is 4 or 5 years old done in Flash3. The new webportfolio will have a whole gallery of my doodle-babes.... very naughty indeed. The motion capture has improved as I get my bearings of exactly 'how' to make the TSM2 rig adhere to the BVH skeleton without popping... I'd post a render but the current/latest render has the character naked...for anatomical reasons of course. Respek!