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Hash, Inc. - Animation:Master

renderspud

*A:M User*
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Posts posted by renderspud

  1. Hey Martin, just got to say a big 'Thank You'! As someone who has played a small planet wildly orbiting the blazing sun of your brilliance for almost 30 years (and I mean that) I am very thankful for you and the little program that you birthed so long ago.

     

    A large part of my career can be directly attributed to your little program that could. It's made me a 'butt'load of money through the years. Even with big dollar programs and cutting edge tools at my disposal, I still find myself jumping back to the little program that's hung with me all this time...warts and all.

     

    Pre-Avalanche was a new startup called Sculptured Software...aka George Metos, Hal Rushton, and crew in the days of Atari, Gameboy and the beginning of the Nintendo NES. I somehow found your program way back then and used it to animate the base loops for sprite based character animation. It was the beginning of a long journey. I was a freelancer and HASH was the largest tool in my toolkit (right alongside DPaint and DPaint Animator. :-)

     

    As the years have rolled by I've been privy to some of the yuck that you described in the short history that started this thread. I was a contractor and did stints with Avalanche and many other studios back in the day. I even used custom tools (obviously AM spinoffs) used by Disney/Avalanche in SLC. As a contractor, I didn't know any of the backstory but was jazzed that the tools were based on AM because they were familiar to me. Of course, Jeff B. was mum about it all.

     

    I'll leave things there...like water long ago swept under the proverbial bridge, and just end by saying what I feel. Thanks for your brilliance, for your fortitude, and for unknowingly helping me set the course of my career in the world of visual imagery. It's been a great ride! It still is. :mdl:

    • ____ 1
  2. I'm having the same issues in V.17f on two different PC's. One with an Nvidia card and one with an ATI... Same project renders fine on co-workers Mac. No options available except an OpenGL tab. Let me know if you find anything out. I just keep pestering my co-worker. :rolleyes: I get the following error message:

     

    Failed InitBoundRenderInfo

     

     

     

    Have this too with v17f. You may want to make a bug-report for it.

     

    See you

    *Fuchur*

  3. there seems to be a lot of these "imagine what happends when on one is looking" films in computer animation.

    i wounder if 2d animation was the same at the begining?

     

     

    Yep, Kinda weird huh? I created these characters for a different short but did this one to test their control rigs. Never did finish the other one.... hmmmm. There could be some deep psychological meaning behind all this. :D

     

    Thanks,

    Amptdudes.jpg

  4. Great work.

     

    What made you decide to fade between every scene instead of cutting?

    well, i wish i had a really good answer. looking back i think i should have used cuts instead of crossfades during the dancing sections to add more energy. i used the crossfades in the establishing shots to add to the lazy slow paced environment. in hindsite, this could have crescendo'd better using faster cuts as the music ramped up.

     

    oh well, live and learn. :P

  5. Hey! Great model!

     

    One small thought on the boots: The size seems a little large for the rest of the body type. I really like the pre-school feel you have going and the boots might be taking away from that.

     

    Maybe if you made them a little bit "too" small it would lend itself more towards a childlike feel. Feet on little kids are usually pretty small in proportion to their bodies. Once they start hitting puberty they start blasting out the other way.

     

    Anyway, just a thought. Really nice though!!!!

     

    Mike

  6. Are you pitching this for TV, or maybe video/DVD? How long will the finished version be?

     

    We're designing for a video/DVD relaese. The current script has the video at right around the 1 hour mark. We are looking at ways to cut 15 minutes so that we could fit nicely in a TV broadcast venue.

     

    We also have a second script in the works as we try to develop a brand of videos each taking a romp through a dreamscape dealing with biblical events. The second script follows the dream of the girl's (CNTZ main character) twin brother. The brand's working title is GSBA (Good Sam's Bible Adventures) The twins' names are Sammantha and Samuel.

     

    BTW is the story board on the animal song video what is referred to as an animatic?

     

    That's correct, although a pretty loose one B)

  7. This has been, what, two years in the making? I recall you mentioning it when you rendered my first animation back in 2002.

     

    Actually, it's been a year and a half. It started out as a realtime 3D gaming product with a lot of pre-rendered musicals, Now it's totally an animated video release. (screen shot of the dead PC game attached below).

     

    .

    .. and what's the sketch thing you guys were talking about?

     

    I think he's talking about the storyboards that finish out the Animal Song video.

     

    Thanks!

    zenithscreengrab.jpg

  8. WOW! I didn't expect so much activity. Or the dinosaur debate. Good stuff though. Let me see if a little more info will help:

     

    This story takes place within the overactive dream of a young girl who was wondering about Noah and the flood. While the dream story is fairly whacked, it provides some really thought provoking questions about this biblical account. It also explains a few things in a non threatening, non preachy way.

     

    These models and animations were actually created for proof of concept and are extremely preliminary.... same with the lighting and camera movements.

     

    Is this going to be a movie? Are you looking for voice talent?

     

    Yes and yes, we have started character voice auditions locally. There are also some character bios on the same site if you dig around.

     

    Cool! Great timing and fun songs!

     

    Thanks! This first video has 5 unique songs with similar comedic value.

     

    "Prehistoric carnivours"? Serious problems there. First, there is no such thing as "prehistoric" anything.

     

    Heh Heh, glad you picked up on that one. If you listen close, we aren't saying there were or weren't prehistoric anything. We are actually asking the question. This is a hot button that we are deliberately trying to push. It's a good question and an important one to ask yourself... To every man an answer. I'll spare the list my convictions, but I do have a strong opinion on this one. Glad it raised the question though :D

     

    The boat kinda sucked, cause it was not a boat, but an Ark, a big rectangular box.

     

    Yep, I can see why the titanic style boat throws you. As mentioned above, this is a story that takes place in a young girls dream. Prior to falling asleep, the young girl is pretending that a titanic tub toy is the ark as she re-enacts the flood story. She just didn't have anything better to be the ark. Later that night when she falls asleep, the dream ark is now a giant version of the toy she was playing with.

     

    The opening scene actually shows a historical looking ark being tossed about in the waves. There is a narrator who is recounting the story. Slowly the scene fades to the toy boat being sloshed around in the tub by the young girl who is pretending. The narrator's voice also fades into the young girls voice and takes on a more childlike twist. Her twin brother is also there adding some wild elements like a giant mutant frog and then sinking the boat. These things also find there way into her dream. (they aren't in the tub together, they are outside the tub playing....) It's a hoot.

     

    Thanks for the animation help on the Rap SURGE. Good to see that you are still out there!

     

    Thanks guys. I appreciate your comments.

  9. Hey guys,

     

    I just remembered a couple of animations I did for a fishing web site. They needed a really quick talking Stryper and an animated example of how too hook up a spedial rig using anchovies.... hmmmm. :blink:

     

    http://www.powellstripers.com/default.cfm

     

    It took about 3 days to do both anims. The lip synch could have been more robust, but for online content I guess it's OK. Comments welcome.

     

    Cheers.

     

    MU

     

    PS. I also did a talking flash card for this site somewhere.... I believe you have to click on the "maps" button and look for "Chip Powell".

  10. Is this an onsite job, where are you located and when is the hire date? 

    Shine Studios/ Rendermuscle is looking for one on-site full time employee as well as a few contracting animators/modelors.

     

    We are located in downtown Twin Falls, Idaho (Yep you read correctly). Our current resources include a small recording studio, a renderfarm, an ISP business, and lots of passion.

     

    The hire date should have been yesterday:-) The sooner the better.

     

    Thanks,

     

    Mike Ulrich

    Shine/Rendermuscle

  11. [quote name=Anzovins ' date='Nov 24 2003, 03:48 AM]From: Anzovins anzovin@rcn.com

    Date:  2003-11-24 06:33:21

     

    Hey Mike,

     

    How about posting Rendermuscle's A:M capability on the forum? Nodes,

    versions, rates, availability, etc? Folks might want to keep those in

    mind--in fact, I'm drawing up an A:M TV pilot budget right now...

     

    Steve

    Anzovin Studio

    :unsure: Hey Steve,

     

    RenderMuscle Inc. was originally designed to be a large rendering facility for several major 3D packages using some WAY cool proprietary parrallel processing hardware technology.

     

    To make a long story short, the pursuit of a 2000-3000 node farm was soon disbanded as the forcast for near realtime rendering seemed more and more plausible. We soon decided to move the prototype farm into a small studio environment. This small (by comparison) dedicated farm has 25 AMD dual 2100+ machines with 1Gig of RAM each, and all are equipped to render Animation master versions 8.5 p++ through 10.5n.

     

    I've occasionally posted invitations for interested parties to use RenderMuscle for some cheap rendering solutions and a few have taken us up on the deal. To be honest, I did it mostly because I'm a long time AM fan and know that rendering can really punch you in the gut:-)

     

    I cautiously am still willing to extend the invitation for rendering services, but our focus has shifted from rendering to studio startup and the learning curve and man-hours needed has been painful. The renderfarm is now a studio resource that is waiting to be fired up again when development heats up (along with the AMD processors :-)

     

    Anyway, hope this answers a couple of questions. We really would like to be a resource for the AM community, and given the need we will try to be extremely cost effective for anyone who needs rendering help. Commercial or personal.

     

    Thanks for the inquiry,

     

    Mike Ulrich

    www.rendermuscle.com

  12. Help Wanted,

     

    Shine Studios/Rendermuscle is looking for one special Animation Master 'master' for a full time in-house position. We also need a few good contracting modelers/animators.

     

    We are faith-based company focusing on the production of meaningful products with purpose.

     

    Our full-time position is critical so experience and ability is a must. Salary is adequate, but far less than what you are worth :(

     

    Interested individuals can find out more about us, job descriptions, and projects here:

     

    RenderMuscle

     

    Thanks in advance,

     

    Mike

    Shine Studios/Rendermuscle

     

    PS. A few months ago I was in dialogue with a few artists on the AM list about some animation needs. I lost a hard drive with my address book and in-boxes and have lost my ability to contact you. (serg2?, Krick?, others?)

  13. Hey Hashers,

     

    For the last week or so I've been trying to effectively use Hash Animation

    Master (AM for short) models and animation in Gamestudio A6 (

    http://www.conitec.com ). It's been very educational, but also very

    frustrating.

     

    We are using AM for all pre-rendered FMV's and videos and would really like

    to not have to use multiple 3rd party packages to convert/export useable

    Gamestudio models and animation. I've tried just about every exporter that

    I can get my hands on and have had limited success. I guess I am optimistic

    that there is a better solution than what I've been able to come up with so

    far.

     

    Our current game project is child oriented and uses a fairly simple gameplay

    mechanic (which makes Gamestudio an appealing engine), however, good looking

    characters and animation is a must. Currently the pipeline for getting a

    model from AM into gamestudio with animation is fairly complicated and not

    very effective. The prospect of having to re-animate imported AM characters

    in GameStudio's model editor (MED) is even more troublesome.

     

    Soooo, I am looking for help from those who might have experience down this

    pipe (literally). Either I have missed something in my evaluations or I

    need a new exporter designed specifically for GameStudio. I am hoping that

    it might already exist. If NOT, we will need to develop an MED exporter.

    (As a side note, MED now has bone animation so the exporting of bone

    animation with AM should be extremely doable.) We do have a few resources

    for the pursuit of such a plugin if there are any interested coding parties.

    But ideally, it would be nice to not have to reinvent the wheel.

     

    I humbly request your help and insight.

     

    MANY THANKS IN ADVANCE

     

    Mike Ulrich

    Rendermuscle/ Shine Studios

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