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zandoriastudios

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Everything posted by zandoriastudios

  1. Besides switching views, I also use + and - to step through frames
  2. On the look, I am wanting to get towards a "chiaroscuro" with strong blacks and a single light source, to get closer to a "Frazetta" look. I wrote about it in this post: https://zandoria.wordpress.com/2014/03/18/stylizing-the-look/ I've got a pretty good "oooh" shape when I go to 100% narrow, and adjust the lips Up/Down--look at 1st frame (in fact, it is better to scrub this rather than play as an animation). When you look at the default mouth shape on the TAR model, you wouldn't think that you could get that in a pose! But most A:M models have enough spline rings to model any shape you could want. My mistake ( and I think most people who start out modeling instead of animating) is to not take those poses far enough! In fact, I'm sure a more experienced animator would say to push them even farther to be able to hit more exaggerated shapes! I don't want to have separate models, if i don't need to... I did for the Ninja leader, since I had to have a removable head! And I will for my crocodiles (since I will be chopping some limbs off, I think), So I understand How to.
  3. I needed to go back and update TAR with some better facial poses, so that he could carry on a conversation! I opted for a Wide/Narrow mouth shape Up/Down Lip shape for upper and lower lid using Jaw bone instead of Open/Close pose (because I could get more control) tweaked the Brow Up/down to give more range tweaked Brow Squeeze to give a little more range This test is just running through some poses to see how they work--but It looks like he is talking or something FACIAL-TEST.mov I also played with adding some global illumination and ambient occlusion to the "look"...
  4. I just watched your demo reel, and i think that you will be very happy with what you can do with Animation:Master! Welcome to the forum!
  5. I say keep what you have been using--I did a search for it and it was at the top of the list! So rather than re-name anything, just refresh the look, or or something.
  6. Really good talk! Thanks for the link--it is giving me a LOT to think about....
  7. Mack, Your work is really appreciated-- I don't think the perfect rig has been invented, yet. But each new rig takes us a little closer!
  8. The blood in the water will probably be sprites. I know I will have to render the shot twice (above and below water) and change the lighting,fog,etc.... Nice render!
  9. OK here is some concept art and synopsis for the next episode of TAR of Zandoria THE CROSSING A group of wildebeests are on the side of the river. A boat is there. The leader of the group hands TAR a bag of coins, as the wildebeests all climb into the boat. TAR wades across the river, pulling the boat with one hand. The wildebeests look nervously about. There is an "aquarium" style shot, so that we can see above the surface of the river and below it at the same time. Crocodile warriors rise up out of the water around TAR. One of them plucks a momma wildebeest out of the boat, while TAR is fighting with two others on the other side. The wildebeest passengers are in a panic. TAR kills the two crocs that he is fighting. All the Splashing and thrashing about ends and the water becomes murky with blood. The passengers are still looking about, agitated and afraid. TAR hauls the boat onto the shore of the opposite bank of the river,and the wildebeests scramble out. The wildebeest leader is angry. Waving his hands around, points at the water, the boat, and the orphaned child (who is crying for his momma). TAR looks back at the water and realizes that one of the passengers is missing. He reaches into his pouch and takes out one coin. He shrugs his shoulders and give the refund to the wildebeest. TAR returns to the boat, collecting his gear, while the wildebeest travelers walk off, continuing on their way. END
  10. Here is an idea--though you have given up: Since you HAVE got the morph shapes to transfer into A:M as poses, use those CP positions as just data to copy from when doing smartskins on normal joints. Make a skeleton as normal and attach the model to it. Then bend the leg in an action, make a new smartskin, and copy/paste the CP positions from the keyframes stored in your imported morphs. Do this in isolation for the different joint rotations.
  11. Rodney, The most important thing is calibrating the printer. The first layer is the most important--you want it to smoosh (but not too scrape). If it looks like a tube, then it will probably peel up... Getting everything just right is the most frustrating thing.... See if you can run different programs to run your printer. I've had a great experience using a program called MatterControl to run my printrbot. You can get it free at MatterHackers.com (they also sell most filament). If you can manually input G-Code in your software, after you are sure the bed is level, you Cade manually set the Z offset to tweak how close your first layer prints: M212 Z0 is default. If you need to be closer, change the Z increment in .2 mm steps. For example: M212 Z-.2 M500 [saves the change you just made] M501 [pings the home positions, to confirm what you just did] Test print, rinse and repeat until you have perfect. I use a 1cm test cube....
  12. I think I could go back and adjust the axe rotation--the weight of the axe head should be where the rotation is centered. I should have put a null there and constrained to that. Or just keyframed it better--the head should continue the downward arc more and the handle should flip over it. On the Eye Targets, you could put them at the root. Or (I do this) just keep fixing the position, LOL
  13. Here is a test that I did with the "Saucy Rig"--Mack Chappelle rigged this Hyena with it. (Thanks Mack!) The only problem that I had was that I constrained the Axe to the IK controller for the hand, but when animating the the controller didn't stay with the hand. So I had to manually position the axe to stay in the grip of the hand (which was a pain). The finger controllers are not as easy to use as TSM, but worked as designed. It took a lot of fiddling to position the torso, using the controller and the chest bone.... saucyrig_test.mov
  14. Could you use negative values on pose slider to compensate?
  15. Nice walk--look at the hip bone where you are bouncing. It looks like the bounce is from the foot not reaching its IK target
  16. You should get extra ponus points for HIT IN THE FACE WITH AN AXE!!
  17. OK--lets start with: PICK UP AND THROW AN AXE. Bonus points for combining with: GET HIT IN THE HEAD WITH AN AXE! Should be a great exercise in animating enforcement percentage for 'translate to' constraint, along with the motion, weight, timing
  18. Martin the Seer, with his cloak made of patches.... Wandering the plains of Africa.... C'mon, ya got to know this character!
  19. Yes, that is Red Lori. I will edit to make it clearer. Thanks! Black Lucian definitely needs an entire episode...I'm thinking that he will not attack TAR directly, but will use others. He knows first-hand that TAR is dangerous. He is the one alive at the end of "Marked for Death". He will have a patch over the eyeball that TAR knocked out. I already have this version of the character modeled, but chose not to include in the downloadable assets (yet)
  20. No--if not clear, I will rewrite that sentence. Thanks for pointing it out
  21. Tar doesn't have a daughter... That is the antelope chieftain's daughter
  22. Here is the Pitch bible for this series. If you have feedback or suggestions, I welcome it! I haven't "submitted" it yet, so any improvements that might help this show get picked up would be awesome. Of course, maybe the show won't get picked up, but this document still serves to guide where this project is going TAR, Pitch.pdf
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