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Hash, Inc. - Animation:Master

Glen Crowell

*A:M User*
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Everything posted by Glen Crowell

  1. Thanks for sharing! Keep it up, great work! I bet you worked hard to get the models to render the features of the face with toon line so well. Well done. I agree that some more ambient sound design would help tie everything together. Glen Crowell
  2. Hi Martin, Yep, I'm getting pretty close to buying the V13 upgrade. I've been wanting it for quite some time and it looks like some overtime pay will make it happen. I want to throw my hat in the ring for the TWO project, but I've still got to free up enough time to not let you guys down. Let alone get up to speed with V13. Thanks for the reply, Glen
  3. Old time A:M user here, Has Biased normals replaced porcelain as an option for smoother model surfaces in the current version of A:M? In the old days there was default/normal patch surfaces, which are great for most models, and there was also a Porcelain.mat that would average the surface for smoother surfaces that worked great for some other kinds of models. Maybe a cartoon baby, for example. They were both great and both had advantages and disadvantages. (Don't worry folks, I'm not trying to avoid good modeling technique). The technical manual says that Biased Normals is now the default. Does that mean there is biased and unbiased rendering available now? Or is biased normals the one and only patch surface rendering mode? Jim Talbot or other old time users will know what I'm talking about. Thanks, Glen http://gallery.glencrowell.com
  4. Hello hashers, After a long time in the wilderness I'm trying to get back in to A:M. I feel like a newbie all over again. I'm very familiar with A:M V8.5 p++, but it will not work on our new WIN XP CPU. I've installed my A:M V9 2002. My old A:M model work uses half traditional modeling and half use porcelain depending on the type of character. Is there a different way of making porcelain.mat to work in V9.5f? When I apply it to a model it doesn't work like i'm used to. It has no effect at all. Any one have any ideas what I'm doing wrong? I look forward to upgrading to V13 as money and time free up. Thanks, Glen Crowell long time A:M user.
  5. Edna has an excelent clean mesh made for actting. You *might* (or might might not) be able to delete a few spline rings in places like the arms. That is, if she weren't already boned, rigged and textured. So, ah, never mind... Her face is a study in animtable light dencity. Nice. My suggestions for the hands in the animation is this: 1, they need to "drag" more. They are too aligned with the forearms. As if the hands don't move at the wrist. When she wips them forward have them drag back a bit and then come forward as the arms begin to go back. A bit of overlapping action. 2, The hands stay in the same extended postion for the entire animation. I realise she's "On stage" and filling her universe. (GRIN). All I'm sugesting is possibly when the hands drag to relax and close the fingers together a bit. Not closed like in a fist, but move the extended fingers together during the fast parts of the animation and into the "I'm a special whole lotta woman" hand pose in the slower parts and as they "snap" when changing direction. I hope I'm making sense. Glen www.glencrowell.com me@glencrowell.com
  6. I hope you finish a short with her and her 'bo'. 1, I want to see more! (quantity, not less clothing!) 2, I think a short like that would have a great shot at interesting powers that be with a cable series. "The life of edna" or some such. Glen www.glencrowell.com
  7. Ha! I'm loving her Mike! I imagine her walking around her "Florida Room" outside Orlando. Glen www.glencrowell.com
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