sprockets TV Commercial by Matt Campbell Greeting of Christmas Past by Gerry Mooney and Holmes Bryant! Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

PixelDust

*A:M User*
  • Posts

    343
  • Joined

  • Last visited

Previous Fields

  • Interests
    Computers/Computer graphics<br>Playing keyboards

Profile Information

  • Name
    Cindy Groves

PixelDust's Achievements

Craftsman

Craftsman (5/10)

0

Reputation

  1. Good - glad you found it!
  2. Maybe he has an older version... AM didn't always come with the Font Wizard. What version do you have?
  3. Nice! What sort of map did you use to cut out the shape of the wheat - cookie-cut, transparency, or color with alpha channel? I'll have to try this.
  4. I think Loons comes from "balloons"
  5. Rago, I haven't tried this, but this could work... Maybe you could render your character making the faces from a straight-on angle, and then map an animated decal of that sequence onto your mirror object to fake the reflection. I thought about doing this once way back when A:M's hair didn't show up in reflections. HTH!
  6. Congrats on the contest win, Vern! A bit OT... I heard on the radio today that some company is going to make a home DNA testing kit so people can see what genetic diseases they might be at risk for. So, perhaps your idea isn't too far out...
  7. Good stuff there, Frank, David and Chris! I like the character designs - they're quite original looking. Good luck with the film!
  8. I posted over on the other topic, but I'd like to ask if there are any plans to update the materials editor, like changing it to a node-based editor similar to Darktree.
  9. The igloo and other ice objects look really good, or should I say, "cool"!
  10. You're welcome!
  11. I can't see the model bone in an Action window, either. But you can add a bone that will move everything. 1. In the modeling window, go into bones mode, and then click on the Bones folder in the PWS. 2. Add a new bone. Call it something like Root. Make sure it is at the top of your list of bones. 3. Now, find the highest-level bone in your rig that you made and drag it over the Root bone's name in the list. This should move that bone and all of its child bones under the Root bone, and when you move the Root bone, everything else should move with it. You may have to move other bones too to get all of them under the Root bone. Make sure that the bones are in the same relative order that they were before you added the Root bone. That's the best I can explain it. HTH!
  12. Delaney - where did you find Yves' skin shader? I looked on his website and couldn't find it. Thanks! Edit: OK, I found it on this thread. Nice job on the head model, BTW!
  13. Wha!!! If that is a 'Nice' zombie!!! I don't wanna meet a mean one! hehe! Looks um... 'really nice'! LOL!!!
  14. John, I like the cog system pretty well. I've rigged 4 or 5 models with it so far, and it takes me around 4 or 5 evenings to rig a character. I tend to take my time, though... I like the way the joints deform. They don't look like rubber hoses, anyway... The way the torso is set up lets you control it with a main back control bone, which works well. The main problem I have is figuring out where to put the bones in the knuckles at the base of the fingers. I didn't know a thing about rigging, so the tutorial helped me learn how the most common constraints are used. I'd like to learn more about the other types of constraints (especially the dynamic constraint). Also, I haven't tried using it with the Setup Machine. Maybe some of the others here have used them together, or you could ask the Anzovins. HTH!
  15. Sort of. It's for an animation I hope to do someday. There will be other characters. First, though, I have to learn how to animate... Thanks for the nice comment! BTW, what does "Romeroesk" mean?
×
×
  • Create New...