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3DArtZ

*A:M User*
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Everything posted by 3DArtZ

  1. Dont think I didnt take a look at a few of your models while getting ready to start building!!!
  2. Hey guys, been a looooooong time since I've posted anything. I started building this Audi model a few weeks ago. I've been taking my time with it... a little here, a little there... and wanted to see if I still "had it" when it comes to making models in A:M... turns out its just like riding a bike! I will post as I go. thanks for taking a look! Mike Fitz www.3dartz.com
  3. first of all... this is some great work! Im super impressed with your stuff! next, about the fighting scene.... it looks super scripted. like to much I punch you punch. I think you could solve it by taking away the troll's immediate bounce back up after he is back on one hand. Like he goes back on 1 hand, the lovely lady takes the advantage and swings down 2 times and the troll has to block the sword while he's down there... then he kicks at her and gets the time to get back to his feet???? Mike Fitz
  4. these a very bad rotoscopes. your model will probably suffer because of it. Arnold is such a public figure that finding better rotoscopes should be pretty easy.
  5. it might be in the plugins folder for v16. could you try copying it to your v15 plugins folder and see if it takes? Mike Fitz
  6. AM20001 rig doesn't have seamless IKFk switching (although it is possible to separately pose the IK and FK controls so that the switch is smooth). In 2001 such things were unknown. In 2005 my teacher at Animation Mentor said he had never seen a rig that could do that and he was working at ILM. In 2006 we got the Squetch rig for Tin Woodman whch can do seamels IK-FK and TSM2 can be easily modified to do it also. Big time Pixar professionals try to get all the other motion going right and then if there are still knee pops, they scale the legs to hide it. However AM2001 doesn't have leg scaling. You could scale the offending leg bone in its length??? never thoguht of that myself but a minute scale in the length of the bone could remove the pop... Mike Fitz
  7. Hey Robcat.... yeah its been a long time since I've started coming back to check in on things. I was burnt out from A:M stuff.... I just started refamiliarizing myself with A:M again over the past couple weeks due to a potential gig that would require some 3d work. Its been so long that the old project files I've worked on.... some of the things I was doing are sort of a mystery to me at the moment as I am looking through them!! lol. Im hoping I've gotten the Animation:master passion back in me finally. Mike Fitz
  8. I think you need to add some action to the hips and shoulders... talking about looking at the walk cycle from the front view. as the foot is raised off the ground, the hip for that foot also raises, while the other side is going down. the shoulder that is on the side of the foot raising, dips a bit when the spine bends int he middle to keep the head on an even keel.
  9. I might try and make the characters converse about modern issues, possibly politics. Make a bunch of witty blocks, say like how the comics run in the daily newspaper. after you have say a months worth of material(or you could make them up as news happens if you're quick witted)..... email a link to the online editors of big name publications, 1 a day, for a month.... (nytimes, your local online rags etc) what do you have to lose? Mike Fitz
  10. so... now what would one use this for? Im thinking it could make animating a spinal cord pretty ez? whatelse?
  11. been a while since I have even opened A:M but could you do this with 2 bones and 1 null? Make the null translate to both the bones, that would put it directly inbetween both bones. then have each bone aim at the null? actually that might be a circularity too as the null would want to know the base information of both bones.... Mike Fitz
  12. 3DArtZ

    Face Rig

    I agree. I know I have not been around here too often and probably dont know enough about all these advanced rigging setups that people have been working on... but it just seems to undermine the ease and control that is already built into the software. I sort of feel that other software use this sort of stuff extensively due to the fact that they dont have the tools that A:M has built into the software. 2cents. Mike Fitz
  13. I feel like back in the day YVes at some point showed us how lower resolution maps work better for displacement and cookie cut maps... just a thought. Mike Fitz
  14. Hey Robert, you're doing all this stuff with just the a:m materials? You could probably do similar things with using texture maps? Mike Fitz
  15. RobCat you should see a doctor... you're one sick mofo!!!! the propeller looks fantastic! Mike Fitz
  16. I find most of your results to be acceptable for use. I mean, the part that is strobing a little bit on the top back of the tank tread... most tanks today have that part coverd. I would love to see what a render might look like with a basic tank shape body attached rolling over some grass or whatever. NIce stuff. Mike Fitz
  17. Robcat, I for one am sick of you lies!!!! you obviously faked the tank treads! lol. No but seriously great work. I wonder you probably could do airplane propellers like this too? Or maybe bullets feeding into a machine gun? very very cool stuff you've been posting. Mike Fitz
  18. that's actually a pretty good question you have there rodney. I'd like to see what happens with the dino staying still and the camera moving around it. Mike Fitz
  19. Looks very cool!!! but whats up with the white specks on them?
  20. Fitzgerald... my great great grandpa was "honey fitz"!
  21. Please, McKnuckles is built like a gorilla! He'd wreck that guy!!! lol Nice model! Keep us posted. Mike Fitz www.3dart.com
  22. this is like the best textbook low patch count model I'v seen! really cool!
  23. jeeze talk about a spline heavy model lol! nice work so far! btw, you know Im kidding about the splineheavy thing....
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