sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

zandoriastudios

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Everything posted by zandoriastudios

  1. Great job, man!!! You are amazing!
  2. Awesome modeling! Don't give up--just save it and come back to it when you feel inspired.
  3. you could also use a clth material, and then run a simulation on the suit.
  4. Use a LAYER object, and use an alpha channel to designate the transparency.
  5. to add models into a library, just set a particular library active (rather than "all"). Then open the directory where your models are stored. Select the Models tab (or whatever is appropriate), and drag and drop your files into the Library window. All of your models will appear as thumbnails in the Library!
  6. perhaps a greater density of patches will help avoid the pass-through (which is where the CPs are getting stuck and grabbing the deflector). Also increase your collision radius.
  7. Holding down Ctrl while scaling,rotating, or translating a bone will also move the associated geometry. And also the child bones and their associated geometry. Easy way to recale an entire character: switch to bones mode, then click off of the model. The "black bone" will be flashing (that is the model bone). Now use Ctrl while scaling to sesize the whole model.
  8. have you heard of muybridge? He published several volumes of photo sequences of people and animal gaits. that would be a good reference
  9. Well--no one was able to come that weekend, so no cookout ... Maybe next time there will be more users interested.
  10. LOL--thats pretty funny! Kozo seems to be wearing a sumo wrestler costume. Tar is wearing a loincloth so that he can be in a PG-13 movie (He used to just walk around nekkid)....
  11. Well--I'm laying the groundwork for a feature. polishing the script... But now I need to buy some mocap equipment, so I took on some freelance work--so I don't know if I will be able to work on this contest entry until after the deadline is long gone.... I will try to squeeze it in.
  12. i can't find the animatic--i can't read anything on the site...but I love the pictures
  13. And the behavior and look is also going to vary with the density of the patches on your cloth group, so I think you will always need to plan on tweaking it.
  14. Martin--I do (all the time). It's funny how much all of us old timers assume that everyone already knows!
  15. Thanks for the compliments, Michael! It helps motivate me to keep going
  16. Here is a bit more on the texturing... Elliot: I move back and forth between 3DPainter and Photoshop: 1.Enter projection paint, and pick up the surface color>export the projection canvas>then reject Projection paint. 2. Now open the projection canvas in Photoshop>paint>save. 3. Return to 3DPainter, switch to the bitmap tool>load bitmap (choose the same file you exported [the projection canvas]. 4. Click in the viewport to drop the bitmap>right-click, choose fit to view>then right-click, Apply. 5. Save modified textures.
  17. Started painting the skin. I'm going to use some bitmap plus materials on the equipment, so just colored groups for now.
  18. Toggle on "Show Manipulator Properties" (that is that little widget on the Manipulator toolbar). There you can type in the absolute positions in XYZ.
  19. If you are in Tennessee, north Georgia, North Carolina, Alabama--or anywhere nearby to Chattanooga Tennessee--I would like to host a user group meeting at my house and studio. I'll do the grilling!!! June 16th (Saturday). RSVP in this thread! 9854 hwy 58 Ooltewah, TN 37363 wls@zandoria.com 423-899-5408 for directions
  20. Whew! tedious afternoon of decaling. Now I get to have some fun in AM:Paint!
  21. Did some work on the sky, and altered the composition.... TAR is multi-colored, because of the groups I've assigned for decalling.
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