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

higginsdj

Film
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Everything posted by higginsdj

  1. LOL, She could slap him in the face. You probably don't want to make the shot too busy but she is a little lifeless on the table! Cheers
  2. Very nice character. The only crits I have are that his ears protrude from the side of his head (the front part of the ear should be relatively flush with the side of the head) and the jawline looks a little odd - almost concave. Cheers
  3. Yep - no mistaking what he is doing now Cheers
  4. I think it might read better if the Doc does one at a time. He reaches down (squash) then grabs a handful of skin and lifts up and with the other hand pushes the bags(s) underneath, as he does so we see the new body shape! Cheers
  5. Generally it's good but there seem to be a few issues. First is that it looks like the ship is firing on something in the background. There's an explosion and bits a flying through the air. The huge difference is scale between those small bits and the two big bits falling off the wall make it look like 2 different/unrelated events. Second, at the base of the front wall, on the ground is a light strip that looks out of place - almost as if that part of the wall is not in contact with the ground and light is coming through under the wall! Third, the window frames have the same material as the brick wall. You might want to select it as a different group and give that group a different texture. Fourth, the broken edges of the building a too uniform. You need to either model the geometry to show the jagged nature or use a different material incorporating something like dent and crumple (or a combination of the two) just to remove all those clean lines. Cheers
  6. Are you applying the smartskin to the geometry bone, the control bone or a 'fan' bone? Smart skin should always be applied to the geometry bone. Cheers
  7. You are going to have to be more specific in your requests - we can't read your mind! What is rendering 500% instead of 5% - the Bump scale? the map scale? Where did you apply the scaling - in the parent mat fiel or the shortcut on the group? Are you using an image in your mat or it procedural? Is it a standard AM mat or a third party plug-in? Which specific version of AM10.5 are you using? (I know my version 10.5r - the last version 10.5 released I believe - has some idiosincracies and do the appropriate fixes in v11 or v11.1) Cheers
  8. You might want to provide more detail. Are the lights actul lights or just geometry? If they are actual lights are the inside or outside the geometry? Are they set to cast shadows or not? Does the material have any transparency? Glow? Cheers
  9. Thats a loaded question BOTH Cheers
  10. Actually I was thinking more along the lines of the following. And a wheel guard/flaring might give it a nice retro look! Cheers
  11. Yes and there is nothing wrong with just bending the rods - just another option At present all three tubes come straight back out. Might look better if you angle them ie think of them all originating at the centre of a sphere and each projects out of that sphere at 90 deg to the surface OR put then in line, the middle one pointing straight back and the sides ones pointing out at an angle. Again these are just suggestions not instructions Cheers
  12. OK, sort of jet propelled then. The only suggestions I have are: 1. You should angle the exhausts so you give the apprearance of some directional control 2. Not have everything "chromed". Some different materials at the transitions for example would help break it up. 3. Add some geometry that gives and indication that the eyepods can angle up and down rather than just bending at the joint (or make the last bit of each eye strut a flexible arm - and texture it too look like a flexi arm joint) The model has a lot of potential Cheers
  13. I agree the 'reflection' looks a little odd. Your only going to geet a reflection like that with a millpond water surface and even then it wouldn't really be discernable from the distance of the camera and the amount of blur that you used. It looks nice and murky and underwater. Did you use caustics? If you did then a tad more would improve the scene. Cheers
  14. Interesting character. Questions I need to ask are: 1. How is it propelled? It doesn't need to be much but should have something that indicates a method of propulsion. 2. Are the eye rods telescopic - individually or together? If so then the modelling needs to reflect this. Cheers
  15. So you think the run action is still not right or are you making comment regarding the relationship between bent knees and toes? The Marines knees are bent except in 2 frames - the full extent forward and the pushoff. I have a new (longer) animation with a slightly slower cycle (22 frame) with some upper body action and action object (the Boltgun). (290kb Mov) What I am looking at doing is building several version of the action (including 'stumbles' - small and largish) that I can apply to a squad of Marines running up a hill (or just running in general). I can make the Marines Action of firing their weapons on the run using the existing cycles and some overloaded chor action (or a separate action that I can plonk in the chor to overload the run cycle) Cheers
  16. No. Although WH40K refers to it as 'Power Armour' it is not actually 'powered' - not in the sense you refer to. Terminators are trully 'powered' and you can see the powered joints. This armour is worn as a suit of armour with perhaps some 'powered' shielding - but all the joints are definitely human powered. I want to reflect the fact that the marine is carrying weight as opposed to struggling with it. Cheers
  17. The pacing is very interesting. I've been using 20 frames as my standard but in previous attemtps that was too slow and moved to 18 then 15 but nothing looked quite right. I then timed Blur Studios 'Dawn of War' run cycles and they appeared to be 20-22 frames. This one was 20 so I might see if I can stretch it to 22 and see how that looks. I had to use motion blur as the feet appeared 'doubled' at their rearmost position. Cheers
  18. I tried the bent toes and it didn't look right (well didn't feel right). He's carying a lot of weight and just running on his toes made him look 'dainty'. Cheers
  19. OK, heres a new version (you'll need to loop it). I'm only interested in the lower body and general movement of the upper body at present. I think I have the run cycle nailed pretty well BUT there is always room for improvement (28kb mov file) Cheers
  20. Thanks everyone. I think the issue for me to determine is how much air time. This guy is wearing heavy armour after all so I don't want him 'floating' like a jogger and won't be covering the step distance of a sprinter. Specifically I think I am lacking just a little air time and definitely not showing enough weigh on the front leg. Cheers
  21. OK, I've rigged my Space Marine with TSM2 (yes there is some smartskinning issues and some geometry penetration). I'm trying to animate a run. This run is designed for an incline (ie running up a hill) rather than a flat run (even though I have rendered it flat) and in general I think it's OK but there is something that just doesn't feel right about it. It feels more like a fast walk than a run and I can't put my finger on the problem. Comments, advice and critiques most welcome. (225kb mov) Cheers
  22. Have you bevelled your edges? Most appear quite 'sharp'. Cheers
  23. From a modelling perspecitve I like everything except the feet and lower legs. If you look at the original image you will see 'bulbous' toes. In the movie they look more like hooves. The lower legs look like rods, perhaps sculpting and tapering the shape would improve the look! Cheers
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