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. Denser mesh OBJ's will bog on import... but are better to use for a base with the 'Snap-To-Surfac' tool... thinner meshes will sometimes allow your snap to penetrate thru to the other side of the model... I've found.
  2. Who says? Your constant rate of improvement is also impressive. A test I was going to make next (If I find time) would be to make a hairstyle that utilizes the new hair (like you have here) and the OLD hair as discussed in that other thread... maybe you (or someone) will beat me to it...
  3. I would try the DC first and see how you like it. 1 by 1, click on the end bone of each of the pedals and choose DC. Loosen the constraint settings from 50% down to about 12%. Then do the same for the top bone on the stem... let it play and see what you get!
  4. HEY! looking good!
  5. Hi Steve, thanks! Trying to remember... I don't even know where that model is today- been so long(2006?) I'm quite sure that I groomed the hair in the model and then made a new pose (1-100%) where the stiffness changed from 75% to zero... and animated that pose in the choreography. When I posted it back then it gathered absolutely no interest, I remember that.
  6. Along this topic... here is a test I did some years ago where I groomed the hair into a 'bun' and used a pose-slider to adjust the amount of 'hold'... so the hair could loosen entirely from the groomed pose to a zero-groom state where it falls freely. hair_test.mov
  7. Happy Birthday Karen, you fellow aquarii you.
  8. Not that I know of, since both of these hair methods are particle based. You can bake the newer hair- but that does not create geometry.
  9. COOL! I like the toon look!
  10. Okay, I am trying to add dynamics to the hair-lock by extruding the spline that it is on and adding a stiff cloth property to it... but I FORGET how to attach the cloth mass to the head(sphere) mass- what's the trick again?
  11. Great tests and imagery, Nancy! A couple of observations as I gave it a spin... matcaps do work great on it. A couple 'mystery settings' that don't seem to have effect are force, preroll, dynamics, length, stiffness, clumpiness...
  12. It should be mentioned here that this style of hair is created by making a new material and holding the shift key while specifying 'hair'. It has a different way of being controlled (the grooming tools will not work on this hair) and collision-detection is not an option. Muhair will work on it tho...
  13. HAY-APPY-BIRTHDAY!
  14. HEY Marcos! Hope it's a GREAT DAY! Happy Birthday, Xtaz!
  15. Funny character! Dangit, Rodney- I had written the old hair off... now I need to give it a new look- this has POTENTIAL!
  16. Wow. Jody's are the BOMB! Everyone eventually needs a globe model... I'd advise grabbing that for your collection. THANKS JODY!
  17. This is the same model and maps that have been passed around for a long while, don't even know who to give credit to. The folder and model may have some bones and personal modifications that I have made over the years...
  18. I would give YOU the world, Gerry. GLOBE_zipped.zip
  19. Great stuff Stian! Reminded me of a test I had made in the mid 1990's for a Minute Maid spot that never happened... DPS_MINUTE_MAID_TEST.mov
  20. GREAT POSE! Great figure... has volume. I look forward to seeing more... the steampunk stuff has great appeal, but I think the ship might need be 'punked a little more... perhaps some steam powered paddle wheels? I dunno- we'll see where you are going... please continue!
  21. Could you export from A:M via OBJ/MDD into a demo version of modo or C4D and use the FBX export from there...?
  22. Cool! How much does it cost? (just kidding) I'm very interested in this very thing(not so much the GPU rendering but the MDD export)... recently tried using the OBJ/MDD into C4D and modo601. I imagine you had to re-material set group colours with Blenders version. Was this a faster render than A:M? People swear by C4D's render speed... but the more I play with it, the faster A:M seems.
  23. A trick to try if you want a better resolution and smoother displacement(looking at Xtaz's close-up image) would be to open the art in Photoshop and enlarge the image size about 4X and then run a guassion blur on it to smooth the pixillation and resave...
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