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Hash, Inc. - Animation:Master

mediaho

*A:M User*
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Posts posted by mediaho

  1. There seem to be posts and replies here that are missing. I'm having a hell of a time following this thread.

     

    Anyway,

    * Max Bigg from 'Boids of a Feather' was named after Steve's boid, Max.

    * Some relatively high-profile people did contact me about taking Boids to another level and I forwarded them to Suzan Ponte-Crowell since the Boids characters aren't my intellectual property. I have no idea what came of that.

    * Put some pics up at the site Ken so everyone can see what handsome devils make this software! ;)

     

    t_max_bar.jpg

  2. I'll see what I can do. I had trouble installing the viewer, and I couldn't see any of the files, even after the fifth time viewing, so I never installed the plug in. But maybe I'll make one even if I can't see it.

     

    What exactly would you like to see more of, if you told me I could maybe make a few images or some sort of turnaround to illustrate whatever you would like to see.

    Mainly, I can't get a good feel for the body shape - it's very black. There are some definite slopes in a strat body (at least mine). I mentioned the slope by the right elbow on the front but also on the back by about where your gut is, it's indented as well although more rounded. At that point, the side of the body is only about 1/2"-3/4".

     

    Also, are there fret dots on the side of neck? I can't see them.

     

    Believe me, these things are very nitpicky and I wouldn't even suggest them if you hadn't done such a great job already.

  3. It will probably be a low run free model for a while. So basically people will have to contact me by email to get it. It keeps it from being put uncredited in peoples work. Maybe then someone will do the animation for it ;)

    That would be awesome. Something for my Crow model to play!

  4. Except for some little plates on the back, modeling for the guitar is finished. I even added some material to the headstock.

     

    Questions, comments, critiques welcomed.

     

    Zack

     

    5,904 patches. With the plates it should be just over 6000 in the end.

    Awesome model! Just a few nit-picky observations:

     

    * There are 3 pickups but no pickup selector switch!

    * The strings just disappear at the tuning pegs. There's usually some left over, sticking out.

    * The pick guard on the shorter "horn" (on the body) should be a little sharper and closer to the actual body shape

    * In fact, both "horns" should be a little pointier, I think.

    * I can't see in the animation if the body has that slope by where the (right-handed player's) right elbow would be.

    * It's very clean! I like my guit-fiddles to be road-worn. B)

     

    Great job!

  5. Let them lie their heads off and spend a lot of money to cover themselves. I don't think you need to do that, and so the spline model will eventually win out - in spite of the coming 2nd great depression. In fact, because of the coming 2nd great depression. These bloated competitors simply spent way more money than they should have and, in the end, will pay for it.

     

    I'm as loyal a Hasher as anyone, but let's be a little more intellectually honest. The marketers may lie, spin and whatnot, but I really doubt that the technologists and technical managers are cowering behind this wall of hype. A lot of us folk tend to have a little more self-respect than that.

     

    Anyway, for Ken - have you ever used Corel Draw? There are some pretty wicked spline tools in that program for just plain hack and slash. And ZPiDER has some pretty slick little gadgets for AM for low prices. If he ever extends those to making keyframes (thinking of like ConformZ here for rapid smartskinning by 'forging' joints), it would be insane.

    True. Painting didn't die because they invented photography. Raster graphics didn't die because vector graphics came along. Each has their strengths and weaknesses and in a perfect world work well together. In the end, you're creating a 2-D image and you use whatever means at your disposal to get that image out of your head and onto film, canvas, paper, whatever.

     

    If I'm going too far off-topic, let me just say (again) that I would love to see more native A:M modeling tools similar to the most common poly modeling tools - even though the actual model is splines. I don't really care which they are, just make it as easy as possible for me to go from mind to model.

  6. I assume that the algorithms that "control" the bias through cp's are optimized for smooth movement during animation and the application of smartskin.

    I'm not 100% certain, but I think A:M uses that particular default bias to maintain surface smoothness regardless of whether or not it's animated. I haven't used Illustrator or Freehand in ages but I remember the default curvature being very similar in 2-D space. The problem is it's sort of a jack-of-all-trades setting that works well for anything you throw at it. I'm not sure there will ever be a way for the software to determine what you're trying to model as you're modeling it. Or do you want a way to manually set and define the bias attributes before laying splines down? Or am I totally misunderstanding?

     

    Either way, I'd like to see a wizard that makes smoothing areas more efficient., whether it's organic or mechanical.

  7. Back when arcticPigs for 8.5 was being actively developed, I started writing a tutorial on using JavaScript with it ( link ). If it's really coming back, I'll get back to work on the tutorial if anyone's interested in it, because I would love to see A:M/aP really take off as a 3D platform for the Web.

    Yes, please!

  8. Hey Ed, this one is for you.

     

    Didn't use mo-blur in the end, I developed other problems with the new versions that prevented me from doing so. I went back to the first release of v11 to render this out.

     

    Briar eats apple

    You rock, Stephen! Sweet animation. Your arcs are so nice that I didn't miss the moblur in the fast motions at all. If I had any critique it's that the eyes don't lead the head as much as they could. And that 1-frame eye snap caught me a little off-guard. I love your character designs too. Very clean and appealing.

  9. Amazing strides since your first post of the bottle! My only issues are with the clenliness of the poster that some people already pointed out and the composition. It looks like everything was carefully placed in such a way as to look random -- kind of like a faked crime scene. The historical accuracy seems okay to my untrained eye although I'm not sure if that was a period typeface. Regardless, type was set by hand back then so there should be imperfections in the placement of the letters as well as ink anomolies.

     

    But again, amazing improvement.

  10. lol Just what exactly is wrong with those lights in the default setup? Is it the colour? They are a three point light setup which is supposed to give the best results...apart from a skycast.

    3-point light setup is not some kind of all-purpose rig you can use for any scene. It also doesn't necessarily mean you just use 3 CG light sources and call it a day. It's more of a thoery or guideline to lighting -- a "look". A key light is your primary illumination, a fill light to get some detail in the areas the key light misses and a rim light to accent the slihouette. Of course, it may take you 10, 20, 30 lights to get a good 3-point light setup.

     

    Never, ever use default lighting for anything people. Spend as much time with that as you do your textures - they're equally important.

  11. Also, if you want to make a choreography without the ground plane and those 3 horrible lights in there by default, make a new choreography, change it any way you'd like and save it in your v11.0 (or whatever version) folder as Default Chor.cho, overwriting the existing one.

  12. Thanks Randy, I've sent in a report and then hopefully when it's fixed, I can render the whole scene and show you guys her hair in motion B)

    Does that include us as well? I wanna see! I wanna see! :D

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