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

mouseman

Hash Fellow
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Everything posted by mouseman

  1. There have been some reported sightings of them in the last decade, but no photographic evidence.
  2. The important thing is what isn't in the package!
  3. It looks like the beginning of a kind of neat disco ball effect, however.
  4. Saves on pesky CP weighting. I think it was Groucho Marx that said he only steals from the best ... a time honored tradition, but in your case that would be yourself!
  5. Looks impressive, but I'm in the same boat as Robcat, never was familiar with Sonic.
  6. Steve posted a teaser render in the main thread. Here's a WIP shaded render of what we have so far for animation. No bells and whistles (i.e. no hair), and a lot of the walking at the beginning will be edited out, but this sets us up for the rest of the animation. 2 weeks to go! And a lot of animation to go! I'm glad Steve picked up a bunch of render nodes! Blocking1_Shaded7.mov
  7. Bizarre! Modelling a whole ear of that would be a little tedious, although I suppose you could use the same group on multiple kernels.
  8. Nice style. Looking forward to seeing the other characters.
  9. VERY cool! You could start making the con circuit! I think it's a very good way of getting your name and product known!
  10. Yes I am running the 64 bit, I can't get into the 32bit version it is asking for a code. You should be able to copy your license file (master0.lic) from the 64-bit version install folder to the 32-bit version install folder, and it should work. Robcat beat me to it.
  11. I would also suggest doing some small animation tests, similar to the one I did with the guy sitting in front of a couch and standing up.
  12. I hope everyone is plodding along with this. One thing I've found ... when rendering previews, you cannot see through many of the windows. Specifically, in the main building, any window defined by the group "window glass" cannot be seen through. (I haven't checked the other buildings.) But "door glass" is clear. The difference: in "window glass", the following properties are set: SpecularSize=40 SpecularIntensity=25 If I change these to unset, then I can see through the windows again on a test render. I haven't yet tried a final render, but we'll try it with those set for the final render.
  13. The important part of what you're saying (if I understand correctly) is that the stride length is exactly 1/2 of the full cycle length.
  14. There are multiple kinds of raven. See wikipedia page on Corvids.
  15. The off-the-internet option involves running a program (rlmhostid.exe) that outputs an ID based on your computer hardware. That is sent to Hash. The internet option is far easier if at all possible.
  16. Point your web browser (INTERNET CONNECTION NEEDED) to the Hash store and buy it with a credit card. You get the license key on the screen and in an email. The basic $79 license permits use of the UI and the net-render-server can coordinate with up to 4 clients for 1 year; the UI and the server are licensed for the same machine. Note that net-render clients can be on any machine. You download the software from the ftp site. (INTERNET CONNECTION NEEDED) When you run the software, it asks for the key that you got when you purchased the software. The software will then contact the Hash license server (INTERNET CONNECTION NEEDED), get the actual license key for your hardware, and write the license file to your system. Hope that helps.
  17. Glad to have you on board! While all aspects of animation together can be tricky, there is a lot of fun to be had. And the people on this forum are great!
  18. And on the top-right of any topic you are reading, there is a button called "New Topic" to create a new topic/thread.
  19. Not exactly the same as the typical anime toon look, but a similar concept ... Be sure to see , which was made in A:M by Anzovin Studios.
  20. The best one yet! The size and shading of the character is really good! Her shadow on the ground is a bit light compared to the shadows of the trees, and maybe a bit fuzzy.
  21. Something similar happened to me today for the first time! Kind of a coincidence. I'm not sure what caused it, but restarting A:M made everything fine for me, too.
  22. Yeah, I agree! Everything Yves writes seems to be dead on, with a great insight and helpfulness! Thanks for stopping by, Yves!
  23. Simon, I've been following along with great interest. Great song choice, and a good exercise! You have fixed a lot of things in the latest version that I would have pointed out in previous versions. I don't quite understand the problems you have for rigging and pose sliders, so I can't help there. But from a visual standpoint, here is what I'm thinking. This is just my opinion and I'm not a pro at this. I think you're about 85% of the way there, and it just requires some tweaking in specific places. This is probably more detail than you would want, but here are the things I'd tweak about it if it were my project; use whatever of it you think is useful. You could probably do these within 15 minutes or so. Some things I would tweak: First line, the word "whisper": What I see ... the lips are not coming together on the "p", and the mouth is opening slowly during the "-er" portion What I would tweak ... have the lips come together vertically quickly just before the "p" (anticipation), and then come apart (release) even faster. On the held "-er", you will want a moving hold Second line, the word "trees": What I see ... the lips are moving a little bit, but the "t" in "trees" doesn't read. What I would tweak ... similarly to the "p" in whisper, but not as much, make the lips come closer vertically (but unlike the "p" not all the way together), and then come apart faster. Second line, the word "so": What I see ... the lips give up before the voice gives up What I would tweak ... hold the mouth open a little longer Third line, the word "whispering": What I see ... the lip sync seems to correctly split this word into two syllables: "whis-p'ring". However, the 2nd syllable is a slow move from the "p" to the "eeee" (the "i" of "ing"). What I would tweak ... do the same quick move into the "p" and quicker out, then get to the "eeee" shape and do a moving hold (expand slightly horizontally) on it. Fourth line, the word "trees": What I see ... I like the beginning of the word a lot, but the "eeee" sound has the sides of the lips coming in slightly (from say 100% to 95%) during the holding move. What I would tweak ... reverse the lips coming in. Have them arrive at the 95% point first, and then spread (horizontally) during the moving hold to 100%. Fourth line, the words "have to know": What I see ... the mouth shrinks in on the sides during the "a" have. Then they don't come vertically together on the "v"/"t" consonants. Then there is some "lip flailing" for "to" and "know", and the word "know" hardly reads at all. What I would tweak ... For the moving hold of the "a" sound, again make it spread horizontally slightly. For the end, come together (vertically) quickly to start the "v" sound, and then hold it until after the "t". Then go into a tight-ish "ooo" shape for "to" and do a moving hold, then move into a larger one for "know" and (very important) do a moving hold. I hope this helps. As I mentioned, what I wrote is just a best guess by a non-professional animator, and you should only take from it what you think is useful.
  24. Yes! Way to go, all entrants! It took a few minutes to decide among the options!
  25. It doesn't look good for our mouse! What a cliff hanger!
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