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. Or try NO multipass... LOOKIN GOOD RODGER!
  2. I had never seen this... great stuff!
  3. Rob's said it before but I'll say it again... May the festively-colored Bird of Birthday Happiness descend upon you and lay a flaming birthday cupcake in your path!
  4. SHOULD. There have been no updates. I don't think it works in 64bit A:M so keep the 32 bit version around for that. It's still one hell of a rig! God Bless Steve and Raf Anzovin!
  5. I hear there is no basement at the Alamo. I have never seen humidity like I did in Houston... I spent a month there one week.
  6. Great model! needs a pilot... a squadron and an enemy to battle!
  7. Happy Birthday Gerry! Happy to know you!
  8. John Bigboote

    Rooster

    Yeah! Great stuff! You can get easy 2ndary motion on the feathers of his hair by adding a bone child of the head bone and then giving it a dynamic constraint in the chor... I would also make 2 pose sliders for the hands where they form into a complete fist... and then slightly keyframe that up and down, maybe going all the way to a fist when he kicks the ball- but this adds life and keeps the hands from looking so static... and he has BIG hands! AND- I'm sure you plan to animate his eyes. The animation almost passes for mocap... VERY realistic! The ball looks a little floaty at times, you could play with it's channel curves to give it more mass feel... I will shut up now!
  9. It's done in the chor, not the material... you need to expand the 'show more than drivers' thingy, find the group where you applied the material and keep expanding until you see the smoke material's settings- which are fully keyframeable as far as opacity- number of emitters- size- life- color- etc
  10. Speaking of waiting... Staples Office Supply stores may be doing 3D printing soon... http://www.gizmag.com/staples-mcor-easy-3d-printing/25284/
  11. It looks great. Where- other than the limited A:M community, do you plan your foot-traffic to derive from?
  12. Tom's picture begs the question – do you need to specify depth when modeling for 3-D printing or would his image print as a solid?
  13. Shelton and Jason... two bright lites that could never be dimmed! Happy Burthdays!
  14. I was just using Jody's wonderful Earth model and discovered I need higher resolution maps... here is a link if you find yourself here: http://planetpixelemporium.com/earth8081.html just download , import into A:M and switch-out the callout from the decal... easy!
  15. You do SO much for us, we appreciate very much! Happy Birthday to the ROBCAT!
  16. Hey, I liked your comic-book explanation...Mark W.!
  17. Would'nt it be something if in their research to see who 'invented' the concept first it was discovered that Martin Hash had beat them to it...
  18. While we are on this subject... (Note: it is a reported issue that patch images do not bake at this point in time...) The 'Bake Surface' window that pops-open when you hold shift/bake surface... resolution(default=100) means that A:M will make your maps at a 100(percent? pixels? jpeg quality?) what does the 100 mean? If I enter '200' I guess I would get double...? Margins?
  19. OR- give us a link to the obj you are attempting, and we can try it...
  20. Thats interesting, Rob. I didnt know A;M had a history of RND on this. Wasnt Arctic Pigs and HA:MR GPU based? Some of us are experimenting with exporting obj sequences to Element 3D where a fast render includes realtime AO, DOF, glow, refraction and other goodies... But LACKS raytrace features like reflections and shadows... Which is a huge negative in my book.
  21. It should be noted that this plug-in is now known as 'Explode Rebuildmodel' ( on model/plug-ins/Wizards/Explode Rebuildmodel.) and the help files are still at: http://www.sgross.com/plugins/plugin3/index.html One thing not illustrated in the help is that you need to specify that the new model that the plug-in makes is to be used in the simulation. (Plugin Properties/Use in Simulation---ON and use as: Dynamic Explodeobject) and remember to turn your groundplane on for the sim too, setting it to: Plugin Properties/Use in Simulation---ON and use as: Static Object
  22. Report filed #0006311. Here is the sample project I submitted as well. (green image used in project) AM_REPORT_patch_images_bake.prj
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