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Hash, Inc. - Animation:Master

Vash

*A:M User*
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Everything posted by Vash

  1. Jamagica, like I said it was merely a test. Plus I wanted to see how well I could engrave. But anyhow, from the front view:
  2. Here's the calculator so far: gif.BMP
  3. I was thinking of modeling a calculator for awhile, but then I started. It has an insane 1492 patches. Originally, before spline reduction, it had well over 2000 patches. I sort of did a small preparation before hand for this by modeling my masterlator. I don't know what it should do, I just made it as preparation. I'm the creator, how should I know what it does? Anyway here's a pic of that: Note that the M is not a bump map. I actually took time to engrave that.
  4. Actually, it doesn't sound that hard. You explained it pretty thoroughly. I used a path like john said but not in the way he said it. Instead I constrained the bullet to the characters left arm, had a constraint to path, and turned the constraint to path on at 100% when it was supposed to leave his arm. I had to fool around with the path a little, but it turned out ok. But if you look at frame 10, it kind of just pops out of his arm. Joakim, You could do that. That seems ok. But john has a good path set so it will not stray up or down. But then everybody has their own point of view.
  5. What Gerald said. Except I used a translate constraint and pull it to zero. And besides that I'd use a path out from the gun. Here are my thoughts. I posted this earlier somewhere: Bullet_with_sprites.MOV
  6. Well for starters I'd say that there are too many splines in the area I pointed out. One other thing. It may not show if you have two splines running through one spline to another. I'm saying you should try and break the area around the distorted area. Break the splines and see what happens. Two patches rendering in one spot causes distortion like that.
  7. Hey! PolyPhony Digital, tell us how you did that sweet mustang! Sorry. You could model grooves in. You could apply the decal as cylindrical? I'm not sure how well this works. Right click Application method>Cylindrical. I have no idea.
  8. Does the square no look believable?
  9. No one cares but I'm still updating. I started on him now. Rough start. Just a beginning.
  10. I guess.... beside that it's good.... It looks like a characature...
  11. What game are you talking about?
  12. If your gonna be that way about it .... maybe you should recheck the second commandment.
  13. Ok. I now see that this ended in failure. Too many dead and high criss- splines. I decided to try again. I won't crease like crazy. I'm past that. I did other experiments using the height of hooks and 5-point patches. Here is one of my various tries. I will do corrections on him now. (not this but my Ed model) can't say how much time I will have. I lately think I've been on the computer nonstop and should probably back away a little. But here is the other model I talked of: Snoupei__sno_pee_.MOV
  14. because that's not a particle that's a model of a halfass firework. yeah I'll look into this all right... but I still couldn't figure out how you had the emitter on one time then off another...
  15. I love your avatar. Vivi I thought was the coolest from FFIX.
  16. I have a TON of questions and a couple of things to say. First, that was $%#*%&( AWESOME! Second, steve those sprites were from the example sprite emitters from their library. Now I want to know a few things. How do you make a sprite emitter go a one point and then stop at another. I tried turning emitter to zero but it still emitted partially sometimes. Two Did you do the action for the bones or did you add some kind of rigid body constraint? Third How did you make the baloons disapear? Did you do it by key framing transperancy settings?
  17. No I mean below the pinky. It looks like the arm continues to extend to far.... Ahh nevermind. It looks fine.
  18. It's definately not my point to critique... but why is the part of the hand where the pinky joins so far out like the thumb area? It looks like the hand is almost identical on both sides... but it looks good!
  19. So you paid heed to my warning.... Yes, anyway, for the jaw, If you want it to talk I would suggest poses-it's somewhere in your manual you use Eddie to create the AI pose. I just used one jaw bone Fan bones-Go to this thread to see what fan bones are. Read the ones below mine and mine just to be safe. I wanted to do it that way, but once I do that I need hair normals to work the damn thing out. Perhaps another time I'll figure that out. Give me your e-mail so I can give you my bunny-don't forget to attatch the bones every time you open it....
  20. Wow. That looks professional from this point of view. very photorealistic, that is-ugly, head to big for his body, other very horrible traits. It looks good!
  21. A decal!! This thing is completely natrual, no decals, and unfortunately no fur, which I damned needed help for! Of a skel pic. I'm surprised that you did that in 6 hours! but you had to negate creases. Of a skel pic. I had fan bones between joints. So in rigging remember that I had those fan bones and constraint them. Of a skel pic: gif.bmp
  22. From thumbnail view I almost fainted, but on a closeup it's not as bad as I thought. Some q's though. Free geometry or attatched, 5 splines into one cp or four, how long did it take and the pink around the mouth should not be that blue. Also the hind legs stick out to far. But I would like to see it in action for myself.
  23. Ibetitdidn'ttakelongtodothat *COUGH* . Sorry, I don't know what came over me. It's... well... it's... kind of.... it's interesting. I just wish you could think of something more entertaining. I'm not saying it's not good, it's just that the "idea" is not enticing. Maybe try to spruce it up with some nice ornaments.
  24. Haven't there been documents, rumors, or bones (not what zehr was talking about) showing the existence of dragons? Look it up and see for yourself. By the way Ed,
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