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Hash, Inc. - Animation:Master

3DArtZ

*A:M User*
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Everything posted by 3DArtZ

  1. Colin, where is the one with the flames and machine guns mounted on the hood? Sweet model! Mike Fitz www.3dartz.com
  2. I don't know the ans. for sure on that.... but it is a property and that means it probably has a channel that can be used like most other properties. Give it a shot and let us know what you find. Mike Fitz www.3dartz.com
  3. OM, why don't you just take the IK out? Then you just have the one bone chain for the arm. Select Lock IK in the properties window. It's not all that uncommon of a method and it's very simple and effective. What you could do at that point is just put some rotational constraints in to help keep the range of motion honest. I personally never enounter much that can't be done with the IK set up in the 2001 rig. Mike Fitz www.3dartz.com
  4. First let me get this out of the way so there is no misunderstanding here, I think that this is amazing!!!! Every aspect is just candy for the eyes. BUt there is one little tiny section tht has been bothering me from the begining. And it's a nit pick only cause I'm able to watch this over and over again. The guy in the red does the jump spin move, while backing the man in black up against the left side ofthe screen. The man in black swings the sword at hip level and the man in red ducks the sword edge. This part seem very very forced to me, like niether one of these guys would be able to do or would "reaction" wise choose to do during a fight. Keep in mind this might just be the result of me watching this so many times! If I made this would I fix it, NOPE. But I'm wondering Raf, if this is something that you thought about during the choreographing of the Sword fight.... difference between things being forced in or looking natural in motion? edit.......................... I think what my question was, how do you flesh out the action? Is it all story boards, or are you actually doing the manuevers yourself or a combo? Either way, very impressive! Mike Fitz www.3dartz.com
  5. Hey OM, hmm, I'm not sure what you mean with all of the questions but I'll give it a go 1. I have no ans. as I'm not sure what the question is. 2. I think you would, not sure as I have not done this myself, add a null and call it Mr.FootTarget. Make sure the Mr.FootTarget is at the Ball of the Models foot behind the toes. Add a bone and make it's base at the Mr.FootTarget Null and pointing back past the heel(call it heel raiser, or HellRaiser:). Make the Foot Target null a child of the Mr.FootTarget Then, Make the Foot Target translast with compensate to heel raiser. The Toe bone should also become a direct child of the Mr.Foot NUll. Pretty sure that would work. 3. The only things you need from the 2001 rig, in my opinion, are basic setup, right hand lock and left hand lock. Mike Fitz www.3dartz.com
  6. Doug, the culprit bone is still hidden. Turn on all the bones.... the root bone, shift+J, take screen cap or whatever, and then don't save upon closing so you dont have to redo the visibility settings for the bone. That way we can see which bone is getting fowled up. Also, what are the naming conventions you are using. I have had experiences where the bone has a new target assigned to it, even though I did nothing to elicit that behaviour. So you have to go and delete the constraint and then reapply all this happening in the particular relationship window. Mike Fitz www.3dartz.com
  7. It'd be a lot easier to help if the screen cap had bones and nulls instead of the pretty shading My initial guess is that there is some errant data ineither the null of the footbone. so take a look inthe pose window of the constraints. You might just want to delete all the foot constraints and reapply them to whipe any data out of the channels, if that's the problem..... Mike Fitz www.3dartz.com
  8. what about gif builder, is that still out there?
  9. C'mon, you'll get away with that..... just paint them out. I'm wondering if it would be too much too have a reaction if the arm hits it.... like the arm gets cut off? No wait, what I ment was, like if the arm hits it, miniscule little rocks and fragemens(particles) get knocked away and dissappear into nothingness...... Too much? Hmm okay. I bet it will work superb just painting the colliding arm and rings properly aftewards. Nice Nice Nice Stuff!!!! Mike Fitz www.3dartz.com
  10. I think the pit marks in the concrete are too big... looks like it's on its way to looking real good though.... Mike Fitz www.3dartz.com
  11. the camera pointing at the ball when it bounces was something that bothered me... It's not a necessary element. Looked pretty interesting as far as content goes... Mike Fitz www.3dartz.com
  12. Great work first off!!!! I do have some feeling on it....but I'm not sure what's gettimg me about this... I think it's an overall stiffness to the character. Also a touch unnatural as he looks like he is rushing to get every pose covered. I notice that the shoulders/collar bones don't appear to move????? I think it's harder to pull off the character work, the more realistic/real a character looks. And this one looks pretty darn good. Also, I'd like to point out, if I didn't have the ability to watch over and over again, I would found nothing wrong with this the first time through. Anyways, I think overall, the work is really great! Mike Fitz www.3dartz.com
  13. OM, your mesh looks great to me. The strength of this software is in it's ability to make great looking models with low low patch count. A lot of people model with entirely too many splines. Mike Fitz www.3dartz.com
  14. go to your hash cd, find the material called porcelain and drop it onto your model. you will see it smoother in the final render. I forget which folder it is in exactly, but its like in the geometry folder in the materials folder. Mike Fitz www.3dartz.com
  15. OrangeMaster, you're on the right track for sure! You have to use porcelain to ensure that the mesh has no creases. Multi pass rendering will make it even better. Nice work. Mike Fitz www.3dartz.com
  16. I still think that it's a problem spot on an otherwise fantastic piece. When he starts talking he repositions his back even further to the right, closer to the character he's talking to. His stomach could support him like you said, but we wouldn't be able to see so much of the torso/stomach if it were supporting him. I think if you keep his right elbow put and shift his torso over his right arm more when the torso shift happens when he starts talking, it would solve the problem.... But this is just an opinion mind you.... Mike Fitz www.3dartz.com
  17. Nice models Andy! And great idea in my opinion.... just be ready for anything....good or bad in response! Mike Fitz www.3dartz.com
  18. good work! my crit is that at the end when the man takes his left hand and puts it behind his head.... how is he supporting himself without having the shift his position or body weight? Really bothered me.... aside from that, excellent! Mike Fitz www.3dartz.com
  19. Yes, I am just as curious as to why the model has to be gotten rid of. Please explain!!! I think that the profile matches the model better than the front view. I think that in the front view, the lips don't match the exact shape.... comments? just keep working it! Looks pretty darn goood. But still I must know what Fuchur was talking about..... Mike Fitz www.3dartz.com
  20. It looks pretty good. But you really can't see anything of detail due to the color of the model. How about mdl window shaded wireframes? That would show everything Mike Fitz www.3dartz.com
  21. First off.... this is great! Excellent work, no doubt about it. My feeling on the pose is that the hero is about to totally punch something or someone out. If that's the case, I think that the shoulder of the punching fist, or the fist that is getting wound up behind him....his right fist...Okay... That shoulder should be scrunched up closer to the neck.... I can't tell from that angle but it looks like it's more in a nuetral position. I might be wrong? Excellent stuff! Mike Fitz www.3dartz.com
  22. Lets see it with a white background? Mike Fitz www.3dartz.com
  23. Hey Colin, thanks for the reply! I really like the character work you've been posting. Great stuff!! And, no way would I classify your post as a slam. I'm glad you took the time to reply! So, I'm still early on in the development of the joint so things will change. But I think that the shape of the mesh contributes to what we see when the joint moves to some extent. On your hero character, my joint might not move the folds, creases and bends in the mesh as real as you'd want it.... But I think the joint that I'm assembling will do a great job with Mr.Incredible type of joints, and also with joints that don't need the ultra realistic performance. But still to be seen, because lets face it, if you can get the mesh to bend and squash, there's no reason it can't look like how skin bends, squashes and stretches. Mike Fitz www.3dartz.com
  24. Hey John, I'm really impressed with the stuff you've shown! Great work. So, have you set up the whole character you are showing us? or are you showing us stuff as you get it finised? So, the setup, I recognize that I won't fully understand it unless I sit down and install it myself but I do recognize some of the problems you encountered and the solutions. My hat's off you John, as I'm very impressed with your efforts to solve the issues. Especially the math part! Mike Fitz www.3dartz.com
  25. JOhn, you lunatic!!!!!! Okay, my head hurts bad now. I'm going to go eat some diner, put the news on.... then come back and read this again!!!!! But whatever you did, it appears to work..... Mike Fitz www.3dartz.com
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