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Hash, Inc. - Animation:Master

zandoriastudios

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Everything posted by zandoriastudios

  1. After a lot of experimenting, I just never got happy with the look of the fur. This world has a LOT of animal characters--and It was taking an hour per frame! So...I've gone to the darktree "plush" material for the body.
  2. I do ALL of the smartskins for a bone in one relationship. See this series of videos for boring details: http://www.youtube.com/watch?v=H0kRXN1XU7g...BF44797CD8BC2A3 On my current model, I have even dispensed with fan bones! I weight the joint, then in my test action I roll the bone 90º or so and fix the squeeze in the smartskin relationship. I move through all of the extreme positions in that action, right-clicking and going back into the smartskin1 relationship to reshape the mesh
  3. Show up for work EVERY DAY. Schedule a 1-2hr slot in your studio/office/kitchen table in your calendar. Events will conspire to interrupt your scheduled time, but keep coming back to it every day. WORK on your project during that time...not forum/facebook/etc.
  4. I couldn't find a thread that explained the settings, but dialed the % back to 5, instead of 100% on the highlights(?) and the strength down to 20% --He looks like a mean little bastard!
  5. did a lot of reading and tweaking last night, using the Muhair shader. This is with the hair casting shadows:
  6. Here he is rigged with textures! I'm still tweaking the fur...Can I tweak the brightness down? It looks better without casting shadows, but still too much contrast with the surface that is emitting the hair. I'm thinking about giving that group a darker color, then turning down the properties driven map strength that is coloring the hair to see if that will darken it a bit... If anyone has suggestion, I would appreciate it.
  7. Color all of your objects white, flat shaded, then render with black camera fog
  8. if you put the fan bones in first, flipper will mirror them for you! Rigger will ignore everything besides TSM bones
  9. I have tried it and the .objs work we'll inside A:M as Props.
  10. I think the idea would be (if the CP names didn't change with every import) that you could bring in the morph target meshes, and then in a smartskin relationship paste the CP positions at the appropriate positions. Since A:M renumbers the CPs, your best bet might be try to focus on the exporter rather than importer. If you could EXPORT a .seg or .mdl file from your application, the CPs might keep the same numbers. (you might be able to go through a different program to bring in an .obj and export .seg) Then you could copy & paste the CP positions in a Pose relationship or a Smartskin
  11. It will mostly be textures, but I will will use hair to break up the silhouette
  12. Some more progress...I'm into the CP weighting now
  13. You just have to have intersecting parts. It doesn't have to me a single mesh
  14. http://store.makerbot.com/replicator2.html Check out this new 3d printer--$2000 :yay:
  15. I don't start in A:M until the concept has become a rotoscope. So 50% of my preproduction is sketches
  16. I think I spend 50% on conceptual, 25%modeling and texturing, 25% rigging, weighting, pose set up... My units of measure= time. And time = bazoozas
  17. I would love to lead a chapter in my area! Maybe I could send out a massive email to the forum mailing list!
  18. Haven't posted a work-in-progress for a while...Started modeling the hyenas in V17
  19. I'm interested in trying out the new features--looks like you could save some steps and not have to have as many stamps? My technique uses a bunch of named groups to organize the way you want to split up the map. I don't know if that goes away, because it is easy to look at the groups and see if you've missed anything...
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