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Hash, Inc. - Animation:Master

jamagica

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Everything posted by jamagica

  1. Well, the two legs are modeled as half spheres extruded. Then they're brought together to be the legs. The same applies to the "feet"..they're two parts modeled and brought together...then bones are assigned normally to each leg/foot. The head simply is translated up and the eyes pop out from "inside" of the model.
  2. I agree with that comment.. I would just slip in some eyelids instead of moving the socket points around
  3. it might be awhile before you see some other updates, but I'll try my best. Thanks for the comment. The next thing I have to work on is seappage of the leg going through the foot.
  4. This is looking awesome, man! Saaweet.
  5. In the far future, when I find bits of spare time I'll start making progress on a short film about how fooseball characters come to life fooseball_character_transforms.mov
  6. This looks pretty sweet so far, Colin! Are ya gonna put horns in the head eventually? That'd be the final touch up to make the guy look lkike a real demon. Also, maybe a short tail would be sweet too. I also suggest adding some bump to the skin texture. He needs to look like he's been in hell if he's a demon.
  7. Hey guys...I'm revisiting my animation guy. I'm now adding a mouth and am going to add eyes with pupils. I'm trying to go for the "lowman model" look.
  8. looks like an old movie style type of animation..nice idea
  9. Still can't get that look...is that a decal covering the side of the blade?
  10. Alright...the screen pic shows the setup. Each of the bones on the panels have an IK constraint at the nulls in front of them. Enforcement is not tweaked at all. The biggest bone (not null) in front and middle of all of these is the parent of the little nulls that are targets for the panel bones. The big bone has an aim at constraint at the null in front of it. Scale to reach is on. I then applied translate limits to the target in front of the "big bone". In this limit I tweaked the settings so the null couldn't translate along the y and x axis. It also could not translate BACK on the Z axis. No other limit is tweaked. Now, whenever I would move the biggest null the panels would open up.
  11. Well, I've experimented with more constraints and I came up with this. I wanted to create the effect of the engine on a rocket. the little rectangles represent the end where the fuel comes out...this was all controlled with one null engineidea_noframes.mov
  12. The shape overall looks good, but this looks like you used toon render. add some reflectivity to this
  13. Alright...the screen pic shows the setup. Each of the bones on the panels have an IK constraint at the nulls in front of them. Enforcement is not tweaked at all. The biggest bone (not null) in front and middle of all of these is the parent of the little nulls that are targets for the panel bones. The big bone has an aim at constraint at the null in front of it. Scale to reach is on. I then applied translate limits to the target in front of the "big bone". In this limit I tweaked the settings so the null couldn't translate along the y and x axis. It also could not translate BACK on the Z axis. No other limit is tweaked. Now, whenever I would move the biggest null the panels would open up.
  14. Well, I've experimented with more constraints and I came up with this. I wanted to create the effect of the engine on a rocket. the little rectangles represent the end where the fuel comes out...this was all controlled with one null engineidea_noframes.mov
  15. that links to a php file, not a video
  16. They're already rigged and right now I'm at a freezing point with these guys..I'm busy with work and some other stuff...I'll be sure to get back to the ball family later.
  17. I can't look at the project..I have v. 11.1h...thanks for telling me that, though
  18. Hmm..couldn't you just use the text wizard, add some bones to a set of fonts, set some poses to an extent which is appropriate for the animation?
  19. robcat, I was not intending to give a lesson on giving the cartoony snappy look. I was giving a simple example of snappy and linear. I was not intending to show him "cartoony". I understand the animation is still not good, but it is better than the first one I posted, and that's the point I wanted to get across.
  20. How'd you do that? I tried something similar with a distortion box but keys weren't made when I moved the CP's of the box around
  21. Could somebody please help me with the reflection problem? Why aren't the toon lines showing up in the mirror?
  22. Here is snappy... Why do I call the first bad motion and the second good? The second shows more enthusiam in the motion, and shows much more life. The first shows linear motion because of lack of peak points, or main points in motion. with the snappy motion, you get the picture that the arm is waving in different directions, rather than all around. If you watch preachers or speakers with that much power, you'll notice their movements are snappy. They aren't moving their arms around like a composer directing a slow symphany. How did I achieve the snappy look? I added halts in the arm movements at each angle. I added emphasis to each peak point. I didn't, however take the life out of the arms. They still are moving very little at each peak point. (this is called a moving hold) I'm sorry for being harsh after a cascade of positive critiques, but if this is going to be in a demo reel, it must look pro, and that's why I'm getting straight to the point good_motion.mov
  23. Ok..I'm going to be honest here. You're animation is too floaty. You want snappy, but not linear. This is what I mean...say you have an arm move: This clips shows floaty. bad_motion.mov
  24. Alright...I'm sticking with my story. This short episode is about the son who runs out of hair gel and must go buy some more before school starts. The sink has been started: There's something weird with the mirror reflection, though... the toon lines don't show up
  25. So, what's going on here? lol. Seven seemed like he was babbling and I took vern's words for what he said...I just added Seven to my ignore list Anyways, I still have to add some more pose sliders and think up a story for the family. I'm thinkin' I'll make two minute episodes involving one of the members of the family. For my first episode I was thinking that the son would run out of gel for his hair and it's only a few minutes 'till school. In a rush, he runs to the store to get gel and when he gets back he notices he accidently bought shampoo. Something like that
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