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Hash, Inc. - Animation:Master

John Bigboote

Hash Fellow
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Everything posted by John Bigboote

  1. I saw a cool feature in another app that would be neat to have. While in the model window a shortcut key (like s, for spin) would put the model into a slow 360deg spin, so it could be viewed as if on a turntable. I will frequently, whilst modeling- drag the model into a chor and set it to do a 360 spin over 10 seconds or so... so that as I make adjustments and additions to the model I can switch over to the chor and see it spin. Very valuable.
  2. Yeah! Look at the Simpson's, the Flintstones, Family Guy etc take a really close look frame-by-frame at what the animators are doing(and getting away with) to 'sell' the convincing lip-synch. I think there is a tendency to 'overthink' this part of animation.
  3. Anyone who gets a chance to try her out... would love to see results or hear about it.
  4. Trying to get too accurate with lip-synch is the wrong way to go about it... it is more a 'feel' thing than a technical thing. Don't get hung-up on individual phonemes... look for obvious 'hooks' you can hang on, like extended Oooh's or the ever-present 'TH' sounds. No deaf person will ever be able to lip-read from a cartoon... I don't care if it's Pixar. This is a very difficult and 'human' aspect to character animation, much practice will be involved, and people will ALWAYS say 'the lips look off to me'... OR worse, and I hate this is the - 'I could do better than that'-attitude, drives me nuts! Stylization may be better than technical accuracy.
  5. EXCELLENT! The DOF shift was a little weird, but overall... fun!
  6. A very cool solution!
  7. Interesting! Great new feature! Thanks for the explain!
  8. Hey Kat- Have you used the forums 'search' feature to search for 'activation' or 'upgrade'... there is a lot of threads on such troubles. I hope you get it soon... do you have the '.lic' file in the Hash folder?
  9. Great looking weapon! I see some CPs up in the scope/red/glass that could use some smoothing, but overall- great mechanical modeling. I like the knife in your sig too!
  10. SORRY- I didn't see your question till now... how would I 'approach' this...? I guess 2-3 basic things might help: -Put an 'aim-at' null in the center of the logo, and constrain the camera directly on it, this will eliminate the 'swing' arc motion it seems to have as it moves in... -The camera move is quite linear, which is good at the end because of the sudden SLAM! but maybe put an ease in at the start of the move. -I might employ the use of FOG, set to eliminate the seam in the background. You can always turn your logo model to 'ignore fog'. -Since your camera move seems to be primarily 'showing off' the depth of the model (which is cool) maybe put a little bit of Y (up and down) action in it as well... so the cam would start out a little higher, and stop where it stops now. -I might look into adding a little dust kick-up to emphasize the SLAM! action... even if it just eminates and disappears quickly. ooops. that was more than 2 or 3. hope this helps.
  11. THUMBS UP! Many, many many-many more!!!
  12. Bee-zarre! What is the intended audience? I recognize a lot of work when I see it... that looks like a LOT of work! Keep at it!
  13. Hi Al! Hope you decide to stick around. When 'getting up there' in high patch counts, you need to be crafty about your workflow. I have used A:M to build entire 20,000 seat stadiums, an interpretation of Manhattan island complete with Brooklyn, New Jersey and thousands of buildings and skyscrapers and other hi-count models without A:M slowing down at all. I make small pieces of the models in a model window and assemble it in an action or choreography. I have been watching demo's for the 'flavor of the week' 3D app... m*do, and in even the most basic of modeling tutorials they warn against 'hi-count' problems that can occur. I think every 3D app deals with this, you need to learn ways to circumvent the problem. I will post links to my NYC and soccer stadium videos... when I find them...
  14. Crazy-cool!
  15. I've often wondered this. Could be something to do with the FK/IK . TSM2 installs SO MANY bones, it is quite a complicated rig that is easy to use, add to- and install... so I have always had a 'pay no attention to the man behind the curtain' approach to it.
  16. Great animation... the camera move might be working against it tho...
  17. So is top view(5) better than other orthogonal views? What about if you put the camera out of perspective and into orthogonal?... might help to diagnose if perspective is the culprit.
  18. Yeah, you would even get V18 if it comes out! ( I know that is an impossibility... I just wanted to see what V18 looked like in print... wow... V18...)
  19. HEY! Robcat's birthday! I am moving extra slow today to celebrate Rob's birthday!
  20. You will need to download it from Hash... I recommend having both versions installed.
  21. John Bigboote

    ALBBY

    A well-rounded production from top to bottom! EGGS-ceptional! THUMBS UP!
  22. Thanks for the info, Fuchur. Rusty- TIME2UPDATE
  23. Hi Rusty- Are you setting the 'shadows only' option on your object itself?
  24. Hate to say, but the best way to get this right is to rerun the TSM process... making sure all options are set right.
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