Jump to content
Hash, Inc. - Animation:Master

Iham Wrong

*A:M User*
  • Posts

    592
  • Joined

  • Last visited

Everything posted by Iham Wrong

  1. I guess that would be an Eyeped (I-ped). So, what is your plan for this alien? Suppose he would make a good spy. The "Eye-Spy".
  2. Hey! That has a lot of really nice elements in it. Are you going to keep refining it into a really slick piece?
  3. Here's the link to the ball project. http://www.hash.com/forums/index.php?showtopic=5959&st=0 http://www.hash.com/forums/index.php?showtopic=7303 P.S. The lightening looks good. I like it.
  4. Hey, that's really good considering how quickly you made it. currently, it looks like one of the cars that completed the race. There are a few places that need to be corrected. Mainly the splines that auto- connected around the wheel wells. Something else, you can break the car down in sections just like a real car. It does make it easier to model and control the surface smoothness on areas where the curves turn sharply.
  5. Hehe! Nasty. Very nice style and motion.
  6. Oh yeah! That works nicely. Give yourself a big pat on the back.
  7. Very nice. Hmm.. how do you sneeze effectively without a diaphram or lungs?
  8. <Grins> Hey John, I was playing around with the cloud settings last night and I can tell there needs to be more than one action to compensate for distance from camera. I'm thinking here that an expression to control the jitter effect should be determined by measuring that distance and compensate the blur effect automatically. Sounds easy enough, just need to learn how to use the expression system. The airbase/city is great. I bet it's going to be spectacular when it's colored in edge shaders. Hmm.. need some angle caps and devil caps now.
  9. What if you made the cloud blobs jitter on the action/multipass settings like you do your lights? Would't that leave a soft fluffy looking artifact? Perhaps a mess, I don't know. Just tossing ideas.
  10. What about setting the decal tab to display as a rotoscope? I've used the option with limited success. It's main drawback is that you can still accidently select the image and move it around. So care must be taken to aim and hit the cp when manipulating them. That's about as interactive
  11. Wow! That's some good looking critters!
  12. <chuckles> Dem be Orcs! Better & better.
  13. Can you hear the applause from the distant crowds?
  14. I love the cast shadow on the tree trunk. It could be the texturing, but the shadow has that feeling of rightness to it.
  15. That's pretty dang impressive. To me, the veritcal streaks look like they fit in perfectly. P.S. I sure wouldn't want to be the cameraman on that shot.
  16. I think his hardened Scotish cut looks great. You did a fantastic job jumping the first 3D hurdle. Do you wish to animate these characters?
  17. I get the same impression that John did. Spiders! I like it though even if it's blurry and the floor appears to be in some type of transdimensional phase.
  18. Thanks John. I'll try to give it whirl soon.
  19. Cool. What if you put another slightly weaker force in front of it.
  20. Sure, it's a genetic trait. You have to realize that all these characters are related Thom. The actual reason is to ease animating the hands and I'm lazy when it comes to modelling. In short, the hands are a stock item in my custom library; which aids greatly in rapid model development. As for the geometry, it's very lean and takes advantage of how patch flex. If you will notice, the fingers are spaced broadly. This makes adding standard v10 cp weights a simple task. All I do is adjust the finger bone's falloff setting to encompass the web cps, calculate and get knuckles that work pretty well. It's not perfect, but satisfactory for my use. Hope that this is a more respectable explanation. P.S. I'll add a little finger sometime soon. <grins>
  21. Very imaginative. I'm not really sure as to what you need to hear, but it looks a surreal dream. I do think the water could stand to be adjusted on it's ripple scale and contrast. Currently instead of a water appearance it has a feel of a paste. Will Sutton posted a link to a simple and clever water material he created that might better suit your project. I'll see if I can dig up the link. http://www.hash.com/forums/index.php?showtopic=2476&st=0 Hmm.. Couldn't find the Ark thread with the search. had to resort to the brute method to extract the thing. <sigh>
  22. Any kind of animation we can make still seems pretty amazing to me. What else do you want to hear?
  23. You last render looks much better. Any idea of what is causing the strong color banding? I'm going to assume this is an grab from an action view. Are you are doing the rigging yourself or importing a rig into the model? A few guesses: To me it looks like the knee pointers are crossed over to the opposite side. It is also possible for one of the leg role handles to be pointing the wrong way. Some constraint systems developed in previous a:m versions don't convert well. It's a common problem were you have IK-FK or rigid systems. To fix these orient_like with compensation errors you have to delete the old constraint and re-apply it accordingly. For the bones showing, you will need to go through the action's bone list and remove the key that either hides or shows the bone. As with poses, bone shown/hidden properties can be selectively over-ridden. Hope that help.
×
×
  • Create New...