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Hash, Inc. - Animation:Master

jon

*A:M User*
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Posts posted by jon

  1. i look at each of my models as my 'source code', and my animations and stills as the product. i only create the models i want to create, and i can't see creating models for someone else unless i really had a love for the project... money or not.

     

    i also have a strong belief that anything you put your name to should be yours, which is the source of my unlove for all things poser. it's just slightly above colorforms on the artistic scale.

     

    these two opinions mean that i'd be ashamed to use someone else's work prominently in one of my personal projects, and that -- collaborations aside -- doing so would be dishonest. a prominent credit to the author(s) of these 'props' would be a defacto collaboration, but even that seems wrong for a demo reel, or commercial project.

     

    i'm offering this as one possible reason for the lack of successful model sales endeavors. other reasons might include the ease with which even an moderate spliner can whip up a lamp, chair, wall, etc.

     

    on the other hand, as i consider myself a character designer, i'd prolly have no problem buying furniture, cars, and maybe even architecture should a project call for it. the large collection cd seems like the option with the most chance of success. in addition to the one (wo)man show, perhaps a group of spliners could get together, each getting a cut of the sales?

     

    selling wigs, wings, clothes, and body parts all worries me a bit. these are all usually critical parts of defining a character, and as more people start using them, the more homogonized the characters will begin to appear.

     

    what disturbs me greatly is the thought of making and selling generic a:m characters with pose-based morphing. what is all this, other than a poserfication of animation: master?

     

    -jon

     

    the 'make dragon' button rears its ugly head once more.

  2. it would need to be an animated gif or a flash (swf) file. to make a gif with imageready, you'ld:

    • render your walk cycle as sequential tga's
    • import the tga's into imageready - it will recognize that they are an animation of you've numbered them correctly
    • shrink the file, remove extra frames, adjust timing, etc.
    • output the optimized file as an aniamted gif
    • go to your profile, and update your avatar

    there are other (free?) tools that can do the job of imageready, but i don't know them offhand.

     

    -jon

  3. hello,

     

    just making an official request for a game developers forum, based on a thread in the fellow's area.

     

    it would be a place for developers to exchange notes on the process of using a:m to develop standalone programs / interactive 3d applications

     

    -jon

  4. i would like to add that i wholeheartedly agree that critiques' like paul's are a great idea. it's just the timing is the thing.

     

    i didn' t mean to come off as a grouch... for once.

     

    -jon

  5. What drives the popularization of computer technology?  Well, porn mainly, but also computer games.

    no comment. http://www.luminousshadows.com/gate.html

     

    Back when arcticPigs for 8.5 was being actively developed, I started writing a tutorial on using JavaScript with it ( http://www.shipbrook.com/jeff/aptut/' target='_blank'>link[/url] ).  If it's really coming back, I'll get back to work on the tutorial if anyone's interested in it, because I would love to see A:M/aP really take off as a 3D platform for the Web.

    with the number of times i've pestered you for scripting help with arctic pigs, it should come as no surprise that i'd be exceptionally interested in seeing you add to your already excellent ap tutes. with ap's developers audience now greatly expanded, i'm sure i'm not alone.

     

    -jon

  6. i would hazard a guess that he was introduced to the character design by quake, then did the research to find the origin of the character design. the character's name was originally 'hunter' which is the quake character's name, but the costume on joe's current huntress model includes details from the bisley design not present in the quake model. as jim said, the quake character was inspired by the same piece of art.

     

    bisley's original art can be seen here:

    ftp://69.57.132.169/users/joewllms/Samples/Bisley.jpg

     

    an early version of his model in a quake setting is rendered here:

    ftp://69.57.132.169/users/joewllms/tests/HunterRailArena.jpg

     

    none of this detracts from the top notch modeling, rigging and animation by joe.

     

    -j

  7. of course this is excellent news... but now i have no excuse not to learn the new (is two+ years 'new?) interface for version 11.5

     

    if i had any free time, it would be gone now. ' ' )

     

    -jon

     

    ps: for anyone doubting the power of the pig, you can visit my site for a simple example.

  8. it would be silly not to acknowledge that the hyperfemininity (word of the day) of the hunter model plays a part in it's popularity, but that does not detract from the excellent workmanship and animation.

     

    i'm particularly impressed with her headdress and skin texture, but i'm certain that many people aren't paying that much attention to the feathers. ' ' )

     

    -jon

  9. its not hard to see why! ' ' ) it's an excellent animation on an excellent model.

     

    it does have something else in comming with alien song... 'borrowed' music. the more popular this movie gets, the more problematic it'll become.

     

    -jon

  10. thanks for clarifying the goals of HAMA... as you might be able to tell, i've got no idea how the other coast lives, and i'm certainly not against promoting animation master or it's users.

     

    i suppose that more than anything, i got hung up on the word 'association', and while words are important, HAMA's actions will speak louder.

     

    go get 'em!

    -jon

  11. it's been quite a while since i tried to cause trouble, so i figure i'm due... but it sounds like HAMA is more of a talent agency, or an animator pool, than an actual assocation.

     

    an association is a group of people or organizations with a common goal for their industry as a whole, whereas HAMA seems to simply be prequalifing animators for future work -- work, i suspect, that will be of more interest to organizations within the HAMA, as opposed to outside studios in hollywood -- who tend to like local folks.

     

    i'm also not sure i want those uppity billion-dollar studios drowning out the existing hash community's collective voice when it comes time to evaluate feature upgrades. us lone gunmen of the animation world need an altogether different beastie than those hollywood types who are looking for workflow solutions and can just manhour things to death.

     

    now, maybe i'm just being grouchy cause i got left in the dust in the recent image contest, and maybe it's odd for a 'hash fellow' to be annoyed by whiffs of elitism, but i seem to feel strongly enough about this to post this rant, so… well.. there it is.

     

    -jon

     

    ps: hey look! i used caps!

  12. version 11's hair is looking pretty tempting... i'm sure i'll jump to it before too terribly long.

     

    the arcticpigs update is (i believe) targeted for v10.5 / 11. an alpha should appear some time in the near future, but there has been no firm date set.

     

    -jon

  13. never save over an existing file if you can't afford to lose it. use save as with a unique name whenever you can. this goes for projects, models, whatever.

     

    i may be paranoid, but it's been a looong time since i've lost more than 15 minutes of work.

     

    -jon

  14. i don't imagine that you have to attach control points to the neck bone, but unless you lock the neck bone down, the head will behave like it still has a neck.

     

    you can try attaching all the head's cps to the neck bone, and ignore the head bone altogether, but that might produce some weird results too.

     

    -jon

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