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Hash, Inc. - Animation:Master

John Keates

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Posts posted by John Keates

  1. John can you put a force in Thoms Hands?

    I'm not sure quite what you mean there. I assume that forces would be compatable with the method that I am using and it would also be possible to render Thoms hands differently on the first pass (flat colour pass). Hope that helps.

  2. Here is the animation using the rainbow lines to effect the hair directoin and a simple colour version of the animation for the diffuse. I put a unifying colour under the hair and lit the thing with a similar colour. I might change the density of the guide hairs to fill in the gaps later. You get two lighting setups, one from the original render and one from the hair scene.

     

    http://www.hash.com/users/keates/Furthom3.mov

     

    Hey colin, I know that you are the expert on hair direction colour maps. I would really like to get the hiar running allong the direction of the lines but I couldn't find a reference for which colour causes which direction.

  3. Hey vern, I like where you are going with that idea.

     

    Here is an animtion that I made which is the result of me trying to solve the problem of how to get the hairs to change direction allong outlines. I will make another thread for it because it looks quite nice.

     

    http://www.hash.com/users/keates/Rainbowlines.avi

     

    Heres how I did it:

     

    I made a thom who was just white with 100% ambiance. I made the background and his eyes black. Then I rendered out the result.

     

    Then I loaded the animation frames and used a blur post effect on them at its highest value. Then I saved those frames ans an animation.

     

    Pant pant...

     

    Then I Applied the resulting animation as a decal and made it a bimp map.

     

    Then I put that object into a chor and made a sun light set up with 8 suns all angled at different directions and of different colours.

     

    ... I think that is it.

     

    I will later try using this to alter the direction of the hiars.

     

    Hey vern, you gave me an idea. It would be possible to have a scene which looks just like it is a garden with grass and flowers but then you would use an animated decal to move the grass and suddenly you have some kind of story being told in the grass. Maybe the flowers could be one character and the grass another?

  4. John -

     

    What would happen if you used a light (i.e., a light with an image in it) to project the image of Thom walking on the hair background rather than controlling the color map directly?

     

    It would make the jittering go away - but it would take a bit of experimentation I think to get the look down.

    I guess you would still get a nice textured effect but I am trying to get the impression that each blob is a daub of paint with its own colour value. If the image were just projected on then it would be quite a different effect. It would be interesting to see though.

     

    The main source of the jittering is the fact that the brush strokes are moving which they needent do I guess - but it might look odd if it looked like the brush strokes were changing colour rather than new brush strokes being placed.

  5. Here is a version where I used the blur post effect to get rid if the jittering. The effect can be applied to the image that is driving the hair without having to render it. This means that you can see how it looks then easily adjust the blur level.

     

    Oh yea, I used a coloured light to tie the colours in nicely.

     

    I am thinking that it would be nice to be able to control many more of the hair properties with image maps. For instance, you might want a nasty character to have small, spikey hairs and a nice character to have larger softer ones.

     

    Both phases of this render technique work well enough in realtime shaded mode so a few passes for different properties could be rendered without having to worry too much about render times.

     

    http://www.hash.com/users/keates/Furthomsmooth.mov

  6. I was thinking just now that it would be good if it were possible to set the hairs to be a different thickness depending on how detailed the image was. This would make it look more like a real paintng and would give a little more clarity also. I could also speed up the render as it would mean that you could have fewer hairs and still get a good picture.

     

    A workaround for this with existing tools might be to seperate the image in photoshop into a version which represents the detail and a version that represents the plainer areas. Maybe the edge filters could come in handy there.

     

    Then you could create two emmiters, one with larger hairs and fewer of them, and one for denser, smaller hairs.

     

    An improvement would be if it were possible to have an image map control the width of hairs.

     

    It should be possible also for a programmer to write a filter plugin that would do 'find edges' and then work out what angle a line is at by observing surrounding pixels, then the hairs could be made to run allong the lines.

  7. Gaarrgh! You beat me to it!! The use of hair to simulate brush strokes was going to be one of my aces. Good work.

     

    This could make for some really nice animations. Have you tried using the same thing but with the image driving the direction as well?

     

    It should be possible to render an animatoin and then use that as an animated decal to get things looking pretty funky.

     

    Can't wait to see more.

  8. The thing to remember about hair collision is that the thing that collides is the guide hairs - not each individual hair. This improves calculation times and makes the movement compatable with poses etc but means that you might run into limitations.

     

    It is possible to use poses for specific movements so it should be possible to work around problems with a clear idea of what you want and suitible planning.

  9. Thats lovely. It has a really 'tickly around the legs' feel to it... if you see what I mean. One thing though, the density of the mesh doesn't affect the density of the hairs - that is down to the size of the model. To have fewer hairs you could reduce the dimensions of the model. You could always enlarge it again with a pose.

  10. But I have some smartskins that I want to affect bones! I want the shoulder to raise when the upper arm rotates past a certain point. :huh:

    You want to do that? It is going to cause a circularity for sure, that is unless you use something like my shoulder rig here

     

    It doesn't move the whole shoulder, just the end of it. This is how I observe it happening with my own body. However, it could be adapted to move the shoulder if you want. It works by using a shadow arm that is a replica of the arm rig but at a different hiarachy.

  11. I like the smile at the end more now. The eye wobble works really well and gives me the same feeling looking at it that I would have if I had just spun around a planet ( I guess). The a-symetry of the smile comes across more now that it is slower which looks suitably goofy.

     

    I am missing the hand movement at the beginning though. I agree that it looked a little odd having his hands loosing grip like that though. What I would like to see is his hands - or perhaps just one of them, grasping further around the planet to get a better grip on it. Maybe one hand shuld go, and then the other should follow.

     

    Also, I am starting to think that I would like to see a lot more cartoon streatch on the neck just as he starts to decend. The look on his face as he starts to realize what is happening is priceless and it would be good if we got a better look at it. If you keep his head hanging there as the rest of the body moves down and then spring it back down then that could work quite well.

     

    I feel odd giving you crits but I guess that is what this is all for.

  12. Looks like we hav a budding BPrince here.

     

    It is a v.nice image. The main thing that strikes me at the moment though is that the light seems to be coming from two directions. I think that the glow at the end is a little too powefull for me to believe that the main illumination isn't cominig from there.

     

    I look forward to seeing more.

  13. Hey brian, I saw your entry in the Expose website. Good luck! I have some digital paintings in there too. I was looking at your painting of a tower illuminated by sunset, not realising that it was yours, thinking "Damn! I don't have a snowflakes chance in hell".

     

    I think you could be in for a chance. Tough competition though. Real tough.

  14. I love the stlye of these! I particulrly like the first one. I want to see him move. Actually, you kinda beat me to it on that one - making a character just out of hair.

     

    I would suggest setting the angle limit of the hair to about 60 degrees as this should stop the hair from going right through the body.

  15. Thanks Mark,

     

    I like your title fading suggestion. This was my first time putting titles into the animation and I rushed it a little. I am planning on holding the shot at the beginning for a while with the sound of squiggle walking down the corridor. I could combine the title with this first shot in the way that you suggest.

     

    It is pretty tough getting animaitons finished. I almost feel like completely re-doing some parts of the animation now.

     

    I am looking forward to seeing more of your work. I am sure it will be good.

  16. Oh yeah, ChrisThom,

     

    The lettering effect was done in painter 9. It was quite easy really, just buy painter, use a Wacom graphics tabelet, select 'impasto' and away you go.

     

    I used the demo of painter to make the art in the animation. Be carefull doing this as, after the 30 day trial you will find yourself buying it. It was money that I didn't have.

     

    Bloody good program though.

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