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Hash, Inc. - Animation:Master

jesshmusic

*A:M User*
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Everything posted by jesshmusic

  1. Thanks for the comments, all. I am pretty relieved to have that 3 months of work done... haha
  2. Oh yeah... High quality also is best for the music. hehe. Thanks for the listen/watch. I wanted to post the actual 'performance' version that has all five movements consecutively, with credits only at very beginning and end, but it missed the time limit on YouTube by 3 minutes.
  3. I haven't posted in a long while, ever since I returned to college to get my Masters (done) and Doctorate in Music Composition. Also I haven't animated in a couple years, but this summer I got the A:M subscription and decided to make a five-movement work for animation and electronic music. I thought I would post the YouTube links here so you all could check it out. I learned a lot I didn't know about A:M in the process, and actually had to rerender an entire movement after finding a better way to do something. Anyway, without further adieu, here they are: I "Purple": II "Industry": III "Red": IV "Interlude": V "Blue":
  4. This is starting to look alright. I can't offer advice right now because I have been cleaning the old house getting it ready to sell and my brain is fried.
  5. Yes, it's taking forever! BTW: to a Moderator I am regretting the title of my thread. If someone could change it to "The Colonists Movie Project WIP" I would be ever so appreciative.
  6. As the story progresses you will see that the Deutreenums are a little more casual than that. I used to have number and registry markings on the Traveler, but I removed them. Thanks for the comments.
  7. I live in Portland (until I go get my Masters), but I barely have a loose grasp of the software!
  8. Thanks for you comments. I am hoping to get more done this week.
  9. Nice! Other than the agressor's right foot sinking a bit into the ground, you are really nailing this.
  10. It's kind of a mix of both. I take a rough idea of the time of the section I need music for, then compose the music. After that I make adjustments to the animation, not the music. the advantage of being director and composer! I have now plugged in ye olde Roland XP-80 to make some of my own SFX. Getting some decent results, more updates soon.
  11. HAHAHAHA! This is starting to get fun. I am still a long way from finishing, but here for your viewing pleasure is the opening sequence with music! http://www.fupduckonline.com/colonists/opening-seq-2.html
  12. 3/28/2005: Now I am thinking of spiltting this project into shorter 'Chapters'. The good news with this, is that means the first chapter should be complete in a month or less (or more). After that I can take a little break. The first chapter is up to about 10 minutes long, and getting longer, so hopefully it can stand as a decent short. Mind you, I am not certain I will do it this way. I am afraid to stop work. I may release Chapters, but keep working. More to come soon.
  13. Put a flare around the scopes at the front, and you eyelids maybe won't poke through. Good work.... I think those things are called bellows, but I'm sure techno-boobs (engineers) have given it some new name.
  14. And another still! (project coming along a little quicker!)
  15. Here are a couple stills of my progress:
  16. The head is small because I am using a small focal length. Go for the stylized look on that clip. There are other clips in the sequence where the viewer gets a good look at Flin in all of his big-headed glory.
  17. Here is a short clip from the chase scene I am working on. The sound FX are a place holder until post production. Hoverchase Chase Scene Clip
  18. Here is a still of a currently rendering animation. These are the 3 dropships with the Walkers in tow heading for the planet. More stills to come.
  19. I am just about to animate the first action sequence. It shouldn't be too hard. Just a little chase scene. I should post some kind of stills tonight.
  20. Thanks, Zach. I have a new plan on how to make Flin do some damage. I have also noticed that on my new G5 the real time animation function works half-way decently. I can get much better motion if I grab a foot and make the kick motion real-time with the mouse. It works fabulous with the pose sliders, too.
  21. I may post a little snippet.... It is just about time for the ever enigmatic Teaser Trailer. I think I can paste something together that won't give much of anything away, but might generate some small amount of excitement.
  22. Sorry man! I missed your post! I will post the information you requested this evening when I am home from work. I will tell you the rig is very, very simple for this thing because of it's limited role in the film. It only has to walk fairly straight and shoot the big gun on the front. So Each leg has a thigh and calf bone that is under a 'body' bone in the hierarchy. The are limited to only rotate on the X (I think) axis. Since I made the animation above I realized the feet and front and rear "toes" needed bones too. Their rotation is limited in the same fashion so they can only rotate on the one axis. This makes these bad boys very, very easy to animate. I have done some scenes already and they look sooooo cool marching slowly along.
  23. For anyone out there that is still interested, I have started in full rendering the animations for this project as most of the modeling is now done. I am well into the first scene and should be finishing it soon. I will post some stills very soon.
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