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Hash, Inc. - Animation:Master

John Bigboote

Hash Fellow
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Everything posted by John Bigboote

  1. Very cool... very...odd. You may be able to alleviate some of the more mechanical hair reactions by lowering the hairs friction and bounce settings.
  2. Hey! I gotta check-in on this thread more ofter... your work is looking really-really good Steve!
  3. I like the 1st Robert Stroud model... this is an interesting project. For your island, there is a cool A:M model MTPeak built called the 'Ocean Rig" which would make you some great wavey water for your SFBay... just a suggestion! http://www.hash.com/forums/index.php?showt...ocean+generator
  4. awesome city... just got back from a roadtrip across Michigan... your little town looks like many a small Michigan village... hope you keep adding to it!
  5. Well, I'll be! It's Jesse's gosh-durned born-on-date! I hope he finds joy and merriment and takes the time to guffaw like a chipmunck today.
  6. Yow! Good idea! I'll give it a twirl after the holiday... HAPPY LABOR DAY, Americanos! Rob's idea to put the A:M text into a polygonal exporter was a good one... TextDistorto.mov
  7. A lesson I have learned too...many-many times!
  8. Yeah! This is progressing really well!
  9. Yow! Good idea! I'll give it a twirl after the holiday... HAPPY LABOR DAY, Americanos!
  10. This effect works better on rounded splines rather than peaked splines... (example of peaked text.) I guess this would be a case where more denser geometry would react better... TextDistorto.mov
  11. Here is that clip I saw where a similar feature is touted as 'new' in Cinema4DR12... theirs is more of a 2D mesh warp like you would see in AfterEffects... OURS is actually much, much more versatile.
  12. What software is preferred for the vid-tuts, again? HOW can I get the action/new distort box to have more grid sections... I tried changing it in the Tools/Options/Modeling tab but it did not take... is it only the default distortion box (3rows X 3 rows) ?
  13. Yeah... it works rather well. This needs be explored further. Thanks for the instructions, Rob! The only hitch I encountered was when i made an action, I thought all I had to do was to go into distortion mode and I would see a 'select target' option in the properties... it took me a minute to try 'New/Distort'... Here is my initial test on Marcos soccer ball... SoccerBallDistorto.mov
  14. Wednesday it IS then... for the sake of trivia! Let's say... just after TEA?
  15. Yeah- the more the merrier... and we can help newbies make a cool entry!
  16. THANKS ROB! I would have never figured all that out.
  17. Funny you should mention a cartoony car... I remember when I first saw the distortion box feature that is exactly what i did... make an exaggerated peel-out. Here is a movie i made back in (sounding like an old man now)... back in 2004!!! I don't believe I distorted it using this new method... I did it in a pose and had a slider for squash-stretch... takeoff.mov
  18. Yes- from a side or top view i could see the particles hitting the invisible shield and bouncing away... that is not the problem.
  19. They are... you can see them in the clip bouncing and holding on the floor.
  20. Good catch! IF the camera absolutely has to be where it is you could put a transparent shield in front of it to deflect the particles. DID THAT. It did not work. I suspected the same thing. Made the shield... in the new choreography I had made the particles blasted past and thru the camera as well, no problems.
  21. I had removed all lights, forces and extracurricular objects from the scene, and baked the particles. He has a lot of channel animated values on the model that spews the particles... I figure he knows better how to fix what he did in there than I...
  22. Good news- it is definitely NOT the forces causing that glitch... Bad news- I have no idea what is causing it or what is going-on in that choreography you have there... I turn off particles and they still render(?) You may know better than I what all is what, I suspect it is some value you animated over time- but I do not know why the particles still show when I turn them off. I made a new chor...deleted the lights...imported your sphere model emitter thing and a force... animated the values on both the particles and the force and rendered to 1920 X1080 frames with no glitchies. sparks.mov Sparks4_explosion.prj
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