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. I had chance this last week to do a scoreboard 'halftime' animation for my client Belle Tire... one of those things 'for the kids' where the stadium DJ will assign a random seating section to the outcome... and if chosen that section will get a prize... like a pack of M&M's or a free soda. This one was for the Grand Rapids Griffins, a Michigan Junior SemiPro hockey team- and they wanted a 'shell game' with 3 outcomes starring Tireman in an ice-hockey environment... Belle Tire's cartoon mascot that originated in 1922 and whom I have been animating in A:M for the past few years. I started animating the pucks sliding around and quickly realized I was in 'keyframe hell'... not only was it a lot of tedious work, but the results weren't that good either. So I considered using A:M's various dynamics simulators, ie: Simcloth or Newton Dymnamics. I had done a cool test recently utilizing SimCloth(JelloBlocks), but had difficulty getting it to respond to forces. After almost a full day of dinking with Newton and forces, I came to a pretty cool result that looks more fluid, natural and dynamic than the hand-animated stuff, plus by compressing or expanding the simulated keyframes I could adjust the speed to something that would not/maybe lose a kids eye-focus. Take a look! (This is still a rough render...sound will be announced live by the stadium announcer) BT_PUCKSHUFFLE_Awins_small.mov
  2. Maybe have a look at some of the DarkSim skin and flesh textures... there are some that might add a 'zombified' decayed flesh look to him.
  3. looking good! I like that!
  4. looking good! I like that!
  5. Yup. Muhair seems to make that feature unneccesary.
  6. Render finally finished... BLOX_small.mov
  7. COOL!
  8. Holy Cow! Steffan's birthday... AGAIN?! Happy Birthday... Yoda!
  9. I think the coloured shadows are due to a raytraced spotlite... I don't know tho... could be something from Fuchurs original project- I noticed it then and then made some changes here and there... like I do...
  10. Crap! I forgot about that one, John... I need to look at your settings too! Great stuff!
  11. I downloaded and played with Gerald (Fuchur)'s GREAT project from here: http://www.hash.com/forums/index.php?showt...cloth+soft+body LOVE playing with this stuff! I find it fascinating that every time I re-simulate I get different results- even with the blocks in the same initial position. BLOX.mov
  12. TV commercial... games...web... SFX... 4K, 2K(HD), D1... rendered-non-rendered... character(s) or logo... LOTS of factors involved, Rusty. Most people charge by hour.
  13. That's what I was thinking too... or do a 'save-as'.
  14. Happy Birthday and THANKS for all you have done for us... another 'where is he now' guy. Maybe I can ask Ken Baer...
  15. Very cool. I DL'd the project but can't seem to see the 'rock' model when I quickrender in the chor... trying to figure out whuddupdat.
  16. Here we go... in this test I am animating and displaying several advanced features of A:M Hair... including dynamics, collision-detection, muhair shaders, animated length, color, and thickness... This test has 1 pass for speed- will set-up a beauty render overnite... I need to go vote now. EDIT: Ah- I see what I have done here... I actually just changed the color of the BALL- which for some reason changed the hair too... don't know why. Should help for your need though--- I'll keep experimenting over here. HairBall_PRJ.prj hairball.mov
  17. I think I got it to work...(testing now) using the method I stated above. TRICK IS, you need to set the hairs color in the material emitter to 'not set', and then you can keyframe it's color changing in the choreography. Will post a test and prj shortly.
  18. I can look into that... seems you would do it in the chor... unfurl the 'show more than' triangle and dig for the property that you want to control...
  19. Those are BIZARRE! I could not pull my eyes off of them... that's a LOT OF WORK! Pray-tell... what is the name of this AE fluid simulator? You have a very good grasp of it!
  20. Interesting thread... I've tried making strands of hair and applying cloth to it... I forget where those tests are. I do use the 'pre-roll' option... sometimes as much as 4 seconds of pre-roll- it takes an extra 10-15 seconds before the render, so not that big a deal. I use because- as Nancy stated... I choose to use the hair's gravity option. For my 'avatar-babe' I have the long hair in back using gravity and is UNgroomed, so because it's long and has very little drag- needs about 2 seconds of pre-roll... whereas the GROOMED hair on the top of her head is shorter and does NOT use gravity- so no pre-roll on that. You can see a bigger example in the link below my signature, AVATAR.mov.
  21. Outstanding minimal SPLINESMANSHIP!
  22. Yeah- GREAT! I really like her scarf!
  23. Highly realistic! Wow- a lotta time into that I can tell... GREAT FUR!
  24. Yes... me. me. Are you going to render or do we...? Am I sending a prj... or an image sequence.
  25. I applaud you Jesse!
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