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Hash, Inc. - Animation:Master

smudge

*A:M User*
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Posts posted by smudge

  1. I'm uneasy about the voices, however.

     

    Don't worry, you're not the first one to say this. My sound work sucks. I freely admit this, and it's something I'm slowly working on. After all, there was a noticeable sound quality difference between 'Yote Tailand Something To Remember. So, at least I'm getting better. But I still have a longs way to go.

     

    As for the actual acting, that's what I get for shoving the mic under friends noses instead of using, ah-hum, real talent. If I had more money than the three singles sitting in my wallet, I would get better voice actors. Then they can all sit around my tiny apartment mocking my sound work too. :D

  2. More work done on the Strut...

     

    DesertRose_Strut(2).avi

    640x480, DivX, 404K

     

    DesertRose_Strut(2)low.mov

    320x240, QuickTime 6, 423K

     

    I've gone and rendered Rose on a lighter background (as par JTalbotski's suggestion), re-boned the neck (it wasn't bending right), fixed the knees so they weren't wandering around on their own, and re-animated the hair (Sevenar, you read my mind :D ).

     

    Thing's I'm thinking about doing: Adding a pair of gold tear-drop earings maybe, and boneing up the feathers so that they bounce a little (not a lot, though), but I'm not sure if it would really add to anything... Humm...

     

    I guess the next thing would be to poke at a background for her....

  3. Thanks guys!

     

    Are there going to more? It seems to be a set-up for a continuing chain of stories.
    The story is based on the first episode of a *very* long running comic book series I've been doing for Radio Comix. It was an experiment to see if I could take my panel layouts and convert them into storyboards. To my surprise, I only had to change 2 shots, one for technical reasons, the other to avoid a 180 camera move. I doubt I'll do more. (unless a lot of other folks want me to do more... I am such a feedback whore :P )

     

    A question though. Was the look achieved by using Toon shading or did you use decals from watercolors or a combination of both?

     

    No toon shading on this one. It's all flat rendered, with hand painted watercolors for textures with the occasional cast shadow to place the characters into the enviroment. Actually worked better than I thought it would. The only thing that gives the 3Dness away is the fact that the forms of the characters stay too consistant.

     

    You've done some excellent work with A:M. How long have you been using it?
    Thanks! I've been working off and on (more off than on) with A:M for almost 5 years, and been animating (computer and otherwise) for almost ten. I am nowhere near the level I want to be at skill wise. I feel that I'm still a hack.

     

    What was the music you were going to use with it ?

     

    Van was suppose to compose some music for it, like he did for 'Yote Tail. He says he's gotten parts one and three done, but is having trouble with the middle. Van also has a nasty habbit of dropping off the face of the Earth at random intervils. And he's dropped off again. Alas, alack.... (smilie crying twin waterfalls inserted here)

     

    I'm glad you all enjoyed!

  4. Hey, don't sweat it. Doing really good 3D is an art form, not a science. There is no magic "make render pretty" button. Just your own elbow grease and imagination. It takes practice, lots of pratice and feedback.

     

    If your having problems getting the look you wanted, ask others for their opinion. The WIP section of this foram is great for that. Post your current render there and be clear about the feedback you wish others to give. Getting critiques and feed back is how you can learn and get better with the tools so you *can* produce the images you see in your own minds eye.

  5. Yeah, I've had the same problem.

     

    The only way I've found to get around it was to delete the TGAs that I was going to be re-rerendering.

     

    Fortunately this only happens with TGAs that I've noticed. I've had no problem in over-writing .avi or .mov.

  6. Under toon line in there is a setting for the line size, set it to 0.

     

    There are several ways of accessing this through out A:M. In the Renderer, which will affect the entire scene, in the Model Surface which will affect the entire model, unless you have it also set in the Groups Surface settings which will over ride the Model Surface settings.

     

    The Group setting is a cool way of having different sections of the model render with different line weights or no line weight at all.

     

    Spend a little time with a dummy model to just test different settings and where they are placed. You can get some really cool results.

  7. Well, in the interest of killing a little time waiting for my fiance to get home before taking off on a trip, I sat down and did a quick animation exercise. I think every animator and their brother has worked the Preston Blair Strut In-between exercise, so I thought I'd go ahead and get in out of my system. So, I grabbed my goofing around test model, Desert Rose, and started in.

     

    Three weeks later, I think I'm starting to take this a little too far....

    RedHotRose.jpg

     

    Animation:

    http://www.backbreaker.com/~smudge/Images/...se_StrutLow.mov

    QuickTime 6, 360x240, 726k

     

    http://www.backbreaker.com/~smudge/Images/...tRose_Strut.avi

    DivX .avi, 720x480, 321k

     

    How far should I take this? :blink: Comments? Critiques?

  8. Wow, he's adorable. Reminds me a lot of the style they're using for "My Little World"...

     

    He's almost there. I feel like if you spend just a little more time on his clothes, he'll really come together. Right now, the shirt and pants aren't quite hanging right. They feel a little too much like lathed cylinders than clothes someone is wearing. Think about the character's bodily form under the cloth and how they wrap and hang around it, particulary about the waist/hips, ankles, and wrists, in your case.

     

    Otherwise, good job!

  9. My only problem is that I couldn't understand the last line of dialogue (punchline?) All I got was, "see I yold ya I....."
    Yeah, I know, my sound sucks little red rocks, sideways, through soda straws. (Dragon hangs her head in shame.) But I learned a lot doing it, and, hopefully, Everything I learned will go into bettering the next project.

     

    I must also say that I love the watercolor look of the Ebin & May stuff you're working on. It doesn't look like 3D at all (I mean that in a good way).

     

    Wow! You got a chance to see that? Coolies! I'm hoping to post it here when it's done. Actually it is done short of Van getting off his butt and sending me the music file.

     

    Thanks for all the feed back!

  10. The project is not *too* bad, short of the realistic note (and the time scale). However, you might want to think about going threw some of the basic tutorials given in the Hash book, or on the main Hash Tutorials page first.

     

    If you do want to do this project, personally, I'd recommend building the model yourself and rigging it simply. This way you can learn how the program goes about doing things.

     

    Don't worry if it's not perfect the first time, your learning. The entire point of the project is to learn, not produce something. Having an end result is good. It gives you something to strive for. But pulling your hair out trying to do it perfect the first time is not going to get you anywhere except to the looney bin.

     

    I also recommend rigging the model yourself instead of letting someone or another program, like Setup Machine, do it. This will give you the chance to really understand how the bone system really works. You can use others rigging later, when you understand what the rigging is trying to accomplish. Just concentrate on a simple rig of the basic skeleton. Don't worry about the fancy constraints just yet. Let that be your next project.

     

    Also, take your time. No one's paying you to do this, so kick back, take things slowly, and really give your self time to understand what's all going on. How you model with affect how you rig, how you animate, and visa versa back up the chain. Think of the entire prosess as one giant mind game. Everything influances everything else. But it's something that only doing with bring understanding.

     

    On the Realistic note: I've found that most people when they say "realistic" they mean "detailed". The two are not synonimas. You can have a toon model that is very detailed, but is no where near realistic. Persoanlly, I would build a very simple model, consisting of 4 basic legs, the body, a tail, a very simple head, and an over sized neck, all with as few pacthes as possible, then let the texture map handle all the color and detail. Don't worry about fighting with the materal editor just yet. If you presented something like that to your dad, his reaction just might suprize you.

  11. Well, since I'm not on the mailing list (Dragon does happy dance over new forum! Yeah!), I thought I'd go ahead and post this here, even though it's been around.

     

    'Yote Tail

     

    Since I've got several render versions up, I've linked to the html page so you can choose which would play best on your system.

     

    Comments and critics are always welcomed.

  12. Okay, so maybe I'm just missing something....

     

    Back in Ver.9x You use to be able to key weather or not a bone was visible in the pose slider, that way one could switch between rig setups (IK to FK rigs being the most common). But in 10.x I can't find how to do it. The little visability icons don't apper in the project workspace of the pose.

     

    Where is this funtion currently hiding? :huh:

     

    (dang, I hate my spelling)

  13. Sounds like your arm bones are still connected into an IK chain. Try going into the model bones and "breaking" the chain apart to create an FK system. Then the bones should not affect the bones above them.

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