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. Added a link to this page to the A:M History wiki page.
  2. It's neat to see you working in a little bit of a new style! The results are pretty good! The sets are quite good, too; very creative and interesting.
  3. Been a little while since we heard from you, I'm so glad you're still progressing with it!
  4. 6 minutes to go, currently at $2,202.
  5. Al, good to see you around. Another (brand new) source of information on the history is now on the Hash wiki. I stole a lot of the history from the wikipedia page.
  6. A very good observation here by Paul! Although there is no harm done in having the merch available beforehand. And everyone else's observations on the different options are very helpful. It's clear that things are definitely in the favor of the vendor! Although not everyone is guaranteed the success largento has had to date, I think you would have a good chance at doing well. Largento has the advantage of a reasonably long and proven track record with the comic, and a lot of other output including a few shorts. The disadvantage of doing your own merch is that you are doing your own merch, which is not a competency you will want to spend your time on when you could be putting it towards animating. I don't know if this would actually work or not, but ... Maybe you could team up with a company in town to handle production and order fulfillment (including billing), and maybe they would be able to give you a better deal than the online fulfillment vendors.
  7. I like how the bevel that is created between steps 2 and 3 is accomplished by removing a spline. ETA: Maniac, remember, you can improve a model indefinitely. At some point you have to say that it fits your needs and use it and then move on. Your model does look rather good, and as mentioned would be fine in many non-close-up scenarios. However, itsjustme is an excellent modeler, and you're better off if you learn the tricks he mentions so you can put them into the model the first time around. I believe there is a plugin called "Zevel" (available here) that lets you insert bevels in the right conditions, but it's 32-bit only, and I've never used it so I can't speak for its usefulness.
  8. *applause* *applause* I love it.
  9. It's also on A:M 16. It must be the community server.
  10. mouseman

    AM: Community

    I am getting the same thing this morning. Though I don't really use A:M Community much.
  11. Glad you made it through another year! You're golden! Here's to the next year!
  12. Does the Mac have an equivalent of the "ProgramData" folder? If so, Steffen, could the index be generated there?
  13. mouseman

    ALBBY

    I think you have a good thing going, definitely worth pursuing! There are the video tutorials for the TAoA:M ("The Art of Animation:Master"). There are numerous tutorials in the tutorials forum. There are some great tutorials in the links section of robcat2075's signature.
  14. The 64-bit version of A:M cannot talk to the 32-bit Quicktime libraries. The 32-bit version of A:M should be able to.
  15. If he needs encouragement, tell him that the purpose of a logo is for it to be seen and get him noticed, so posting it on the forums would be free advertisement!
  16. At best guess ... I'm sure this would take a lot of knowledge of the inner workings of the code to figure out. There are probably complexities in the random number generator(s), which effect(s) use them and how often, how many of them there are, and how they are initialized.
  17. I am by no means experienced with video production. With that in mind ... The video resolution for the project is currently set to 854x480 (FWVGA). Why this resolution? Is it the best one for something that will go to video eventually? Is there any reason not to use HDTV 720p (1280x720) (or even 1080p at 1920x1080), other than perhaps longer render times and larger file sizes?
  18. I've not played Portal myself, but it looks really cool! A great piece of work.
  19. A bunch of ideas to pick from: Paper. Newspaper. Pop cans, crushed. A hub cap. Keychain. Broken bottle. Tattered clothes. Paper bag. Plastic bag. Cigarette butts. Garbage bag. A poster on the wall for some long past event. A no parking sign. Bottle cap. Spider web. Electrical conduit. And since I haven't said it for a while ... brilliant stuff!
  20. Awesome feedback, thanks! I'm just getting into it. One thing ... occasionally, when I move a bone from within a choreography action, it only moves on the ground plane. So if I try to move it up, it ends up moving very far into the background. Why is that? Is there some mode it's in that I'm not aware of?
  21. I tried a bit of an animation test with one of Shelton's characters, rigged with the A:M 2008 rig, to get in some practice with it (the rig) before the forum project gets started into high gear. This is just what I've come up with this weekend, between other non-animation things. There is no face rig on this character, so the animation is only body mechanics. I'm only mostly done up until frame 8:03 or so. I'm rather satisfied with most of the movement for him getting up, although there are probably a couple of small things I'd clean up after fleshing out the walk off of screen (listed below). After 8:03, there is just gross body movements that approximate walking that I will be cleaning up hopefully tomorrow (Monday) night, but unfortunately it almost ruins the look of the first 8:03 by association. If you have any comments or suggestions on the first 8:03, let me have them. The things I see are: 1. 0:00 - 3:00: The left hand laying on the left leg moves slightly. I animated that before I really understood the "lock IK hand" pose slider. 2. 0:00 - 3:00: The right hand could have some movement during this time. 3. 6:08 - 7:15: The left hand doesn't make good contact with the knee. Also I might make his upper body bend more over the left arm to give more feeling of weight. astandup8.mov
  22. Be careful, my next suggestion will cost double that, and so on. All part of my diabolical plan to get rich. Am I a genius or what?
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