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Hash, Inc. - Animation:Master

PixelDust

*A:M User*
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Everything posted by PixelDust

  1. Maybe he has an older version... AM didn't always come with the Font Wizard. What version do you have?
  2. 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.
  3. 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!
  4. 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...
  5. Good stuff there, Frank, David and Chris! I like the character designs - they're quite original looking. Good luck with the film!
  6. 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.
  7. The igloo and other ice objects look really good, or should I say, "cool"!
  8. 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!
  9. 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!
  10. Wha!!! If that is a 'Nice' zombie!!! I don't wanna meet a mean one! hehe! Looks um... 'really nice'! LOL!!!
  11. 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!
  12. 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?
  13. I finally finished my Zoe the zombie model. This is a different version than I showed in the WIP forum earlier because I wanted a more "cartoony" look, and also she was reworked to use the 3DArtz cog rig. Hope you like it!
  14. 11e seems to have some problems loading older models and projects. I've had similar problems to yours. Do you have version 11d? If so, uninstall 11e and reinstall 11d. I reported my problems to Hash, and they're working on a fix. I think Hash keeps one older version on their FTP site, so 11d should still be there. Here's the link: ftp://ftp.hash.com/pub/updates/windows/Am2004/old/ - for the regular CD version of AM, use AM2004.exe.
  15. I agree with Zack - that's a good-looking nest. Nice job on the bird models, too! It's interesting that you decided to use human-style arms with bird-style legs. It's not something I've seen done before, and yet it looks just fine.
  16. I'm testing with hair in 11 alpha, but I'm still trying to get the guide hairs under control. Right now, she's having a bad hair day! P.S. I haven't seen TinCan, etc. around. Maybe we should get Vern's milk carton and decal their pictures on it! ;)
  17. Macb, no need to be embarrassed - especially with those great African models you're making. I wish I could model that well! :D I should be embarrassed for not thanking you for the nice comment you made about my model. Where is that "embarrassed" smiley, anyway?
  18. [quote name='macb' date='Feb 12 2004, 07:49 PM']Hi Cindy, I've never forgot your work... Do you still have that animation posted of that magical character in the tree that could levitate boxes ? Mike :)[/quote] Macb, you've got a better memory than I have - I've never done an animation like that! :P I did draw a picture of "Weird Al" Yankovic and his band toilet-papering a tree once, though. :D
  19. Great modeling, Mike! I like the expressiveness of the child's eyes. And good job on the mother model, too.
  20. OK, I finally got back to working on Zoe. Here's a shot of her head in Shaded/Wireframe. I fixed the creases around her ears. Next, I'll work on textures.
  21. [quote name='Zaryin' date='Dec 10 2003, 08:27 PM']Very nice. I like you spline usage. The only problem I see is the inside of the ear. I think that could use a little work.[/quote] Yep I know there are some creases on the inside of the ear because of the way I attached the ear to the head. Sometimes, those things are hard to fix. I'll see what I can do. Also, I wasn't going for a totally anatomically correct ear, so I left out some detail on the inner ear folds. Thanks for the comments!
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