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Hash, Inc. - Animation:Master

mediaho

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Posts posted by mediaho

  1. Over in the OSX discussions, they're talking about a more Mac-like interface for upcoming OSX versions of A:M. Some of the submissions are especially impressive.

     

    Example 1

    Example 2

     

    Since people have been on a logo/box art re-design kick, and after seeing these upcoming features:

     

    Customizable Toolbars, Menus, and Keyboard shortcut keys

    On-the-fly changeable User Interface Appearances

     

    I thought it would be awesome to see what people came up with. I'm sure people will be making new tool buttons all the time, like people make WinAmp skins.

     

    If I end up getting snowed/iced in tomorrow, I may have a crack at some of the toolbars myself.

  2. The Setup Machine makes it very easy to add Raf's super-complex, maximum flexibility rig to a character, but that's not the only setup out there. The Eggington/Hash rig is quite good and you can get a lot of mileage out of a plain, vanilla IK constraint setup. You can set one of those up in about 2 minutes, tops.

  3. As some people pointed out, you need proper splinage to maintain volume and/or distort properly around joints, but it's also important in facial modeling.

     

    In a nutshell, you want your splines to behave like real skin over muscle would behave, so it's best to arrange your splines the same way facial muscles are. To illustrate visually, if you look at this gruesome fellow:

     

    face.gif

     

    You can see why this arrangement would be wrong:

     

    fig2.gif

     

    And these two would be much better:

     

    Medicus_headwire_front.jpg

     

    wireframe-face.jpg

     

    Sorry so image-heavy but I couldn't think of a better way to explain. Absolutely check out Jason Osipa's book Stop Staring: Facial Modeling and Animation Done Right if you have any interest in the subject. Highly-recommended book.

  4. Has anyone heard anything recently about a new version of arcticPigs? The last site update is from Aug 27th, 2002. Has it been abandoned? That would suck, it was (is) a great technology with a lot of potential.

  5. Hope you find the tut useful. I wrote it when v8.0 came out so if you have any questions about how these steps translate to the post-v9 versions, lemme know.

     

    There are also some links to tuts from Raf Anzovin and Roger Reynolds at the bottom of the page. Definitely worth checking out, especially Roger's if you plan on doing an outdoor scene.

    Just noticed the link to Roger's tut is broken. Anyone know if that is still available and/or where it can be found? It's a great resource.

  6. Hope you find the tut useful. I wrote it when v8.0 came out so if you have any questions about how these steps translate to the post-v9 versions, lemme know.

     

    There are also some links to tuts from Raf Anzovin and Roger Reynolds at the bottom of the page. Definitely worth checking out, especially Roger's if you plan on doing an outdoor scene.

  7. From: "Mullshred" mullshred@adelphia.net

    Date: 2004-1-24 07:03:42

     

    Is it possible to import bvh. into AM ? ,also in the hie and hxt folders

    in 10-5 I have a lot more formats than show up when I open the application

    for importing and exporting did I do something wrong when I installed? any

    advice or help is as always appreciated,HATS Off To Hash ,Have A Good

    Day!!!Mulls

    Some of the import export options are in Wizards -> import/export.

  8. We have to use Character Studio at work, Sometimes I'll ask how to do something A:M handles with ease and the answer is often some long-winded workaround. Then I'll ask if you can just [do it A:M's way] and I'll hear, "No, can Hash do that? Wow." So I thought if A:M had .bip export (CS's animation format), people may want to use A:M to animate and export to CS to go out to their game engine or whatnot.

     

    Then I remembered A:M has .bvh export - a format CS can import. I'm going to do some testing this week to see if this is possible and practical and if so, write up a tutorial. Is this something anyone would be interested in? Any suggestions for content? Or if someone's already working on a .fig/.bip export, let me know!

  9. [quote name='monicadg_01' date='Dec 21 2003, 09:25 PM']Hi every one: I´m trying to use cloth in the new version but I don´t know how to handle it. It´s different from the 8.5 version. Thanks for your help. Have a nice day.  :D[/quote] Have you checked out Exercise 18: "Waving The Flag" at [url="http://www.hash.com/VM/"]Hash video tutorials[/url]?

  10. [quote]Added hasfalloff, pivotouter, pivotinner, pivotzscale, endouter, endinner, m_endzscale, and m_fallofftype to Bones for better control of CP weights.[/quote] Anyone know what that means?

  11. I have my animation with hundreds of *manually* animated characters. I want

    them "marching" in sync with the music I have playing. The closest time I

    found for action cycles is 1:03. However, that eventually gets off-time by

    the end of the animation. I need something like 1:03.5. Is there a way to do

    this? Or should I just not be that concerned about 10-frame lag by the end

    of the animation?

    1:03.5 seems like a long concinuous shot. The audience typically starts losing interest after ~5 seconds. Dialog can usually help extend that, but for all that marching, I would break the whole thing down into seperate shots. Render a couple extra frames at the beginning and end of the shot, then you can time it to the music in post any way you'd like.

  12. Thanks ... this seems like a good set that will yield a nice range of facial versatility. One question: Why "jaw open mouth closed"? What do you use that one for?

    I use that mostly for 'm' shapes, for instance, the word "my." I'll start with the mouth at default, add a keyframe with the jawopen/mouth closed, then make the 'y' shape. It's subtle but makes a difference.

  13. I'm creating the face poses for a new character and I was wondering what everyone else though were "essential" poses.

    I almost never use the phoneme shapes. When you do lipsynch, it tends to look canned. I usually make:

     

    jaw open

    jaw open mouth closed

    smile/pout

    mouth widen/narrow

    sneer/upper lip down

    upper lip in/out

    lower lip in/out

    lower lip up/down

    cheek puff/suck

    eyelid closed/open wide

    lower eye lid up/down

    eyebrow up/down

    eyebrow rotate clockwise/counterclockwise

     

    The ones with the slash (/) between them mean it's a single pose with the shapes at -100% and +100%. Also, except for the jaw, I make two of each for the left and right sides of the face.

     

    This way, I can make my lip shapes depending on the inflection and mood of the character. For instance, I'll make an F/V shape with the jawopen, sneer and lower lip in shapes. If I need to reuse shapes, I can just copy and paste and make slight changes to avoid the canned, generic look.

     

    I used this technique first for this animation and liked it and have used it ever since.

  14. Anyone have any tips or preferences on whether or not to embed objects, etc into a project file or not. Looking for pros/cons.

    I never do.

     

    Pro: All of your elements are convieniently in one file.

    Con: Lose the one file, lose all of your elements.

     

    Plus, for some reason, the software got flakey sometimes with embedded objects. Not sure if this is fixed but I'm still using work-arounds from v3.

     

    /old dog.

  15. [quote name="Larry B" ' date='Nov 21 2003, 05:08 PM]I have a Phone I made.. I have tried an Octopus Riggign tutrial and set it up so the Cord moves like a Tenticle..

     

    I got a hard to control cord. (i am trying to put hte phone on the hook)..

     

    Is there a different way to setup a rig for the cord? How would you control it? and any thing else helpful..

    Scott A. Young's (?) "octopus technique" is one of the better cord-tentacle setups I've seen. You may just need to put an IK null object on the receiver, animate that and tweak the cord as necessary.

  16. Like it or not, Disney announced that they will not be doing 2d cell animation in the future.  I've heard that they have 2 (I believe) more 2d projects in the works, then after that they'll be working exclusively in 3d.  You may dislike this, but as a business model, it's the only rational way to go.  2d loses money hand-over-fist with "Sinbad" and "Treasure Planet" while Pixar rakes in the cash.  Disney is looking at the bottom line, and if you are mad at their decision, by all means start your own 2d cell animation company.

    Maybe it has more to do with the lousy scripts than the medium? A great story can be told with toothpicks and glue. No amount of flash will save a horrible script.

     

    And FWIW, Disney announced they have no plans for new 2-D films in the immediate future. As soon as they realize their crappy, pandering, designed-by-committee movies suck in any dimension, they'll go back.

     

    /rant

  17. I have to say, I've been really impressed with the quality of both 'Yote Tail and Ebin & May: Something to Remember. Very well done. I don't have anything to offer as far as critiques that hasn't already been covered, but I enjoyed them both very much. Can't wait to see more.

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