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Hash, Inc. - Animation:Master

higginsdj

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Everything posted by higginsdj

  1. Yeah - but who's 4 hrs? Not everyone is online at the same time or even in the same timezone! I would try for a competition once a month and keep the 'effort' expectation on something to about 4 hrs effort (or maybe a bit longer since it would be over a period of a month). If people want to do more effor (or less) then they can. Of course this does not have to be limited to just animation as such. You can always have a simple animation set up and then have a lighting competition or a camera shots and moves competition. Hell the animation could be as simple as a bouncing ball and see how effectively/creatively people can light it/shoot it! Cheers
  2. Guys, it's an animation contest, not a modelling contest, its not a lighting contest, it's not a rigging contest, its not an effects contest. Don't make it any harder than it has to be! If you look at the 11 second club, a lot of animation is completed with stock characters. Its the animation that brings them to life and exposes their character - not what they look like. It would have been just as easy to grab Thom, rig him and animate him! I think we want to go beyond the basics Just pick a theme and let people animate to that - long or short depends on the animator, complex or simple depends on the animator. I like sound bites - but that's very much like the 11 second club. No reason we can't have our own of course. Cheers
  3. The opening sequence made no sense to me. I assume it is the 'object' in which your character is located heading toward earth or is it just your character flying through space? For an establishing shot show this object moving through space rather than a sweeping camera move of background stars. The a cut to a shot - a fixed camera showing the object streaking toward earth (wide view). Then cut to a closeup view as it enters the earths atmosphere - at an angle. Then perhasp a shot from the earth surface watching the 'burning' object streaking through the sky with a distant 'explosion'. Cheers
  4. Hi all, Thanks for the votes everyone - it was fun playing with the Oz product set again. Re the Animators survival guide - already got it so happy for the prize to be donated to an aspiring new Hasher How about someone who joined in the last 12-24 months - best run and jump action - do we have a default character, already rigged, that everyone has access to? Cheers David
  5. People are raving about this tool: http://www.crazybump.com/
  6. higginsdj - the pieces with "Higgins" in the title. Cheers
  7. The wires are simply spines rendered as lines - no geometry there for normals. I have FakeAO but haven't really tried it yet. I should point out that the Rhino's and Speeder models belong to A:M user Chat_Hunt. Not bad as basic models but will need to be redone with bevelling.
  8. Marine eye view with 35mm lens.... Interesting, possible bug is that the wires on the right hand side did not appear to render - they are there in the wireframe and rendered in the other view!
  9. If you 'play' WH 40K games like Dawn of War etc you will know these are standard heavy bolter turrets. They are typically ground mounted (dropped and 'bolted' into place) like most other Space Marine equipment. Cheers
  10. Latest version (probably the last) - "Preparing to move out"...... Only took an hour to render out with A:M default AO.
  11. Its amazing what you can throw tohgether with a lot of bevelled primatives
  12. Next iteration with some vehicles and Marines for scale.....
  13. Yeah - its 32,000 patches so far......
  14. Starting to bring my laptop to it's knees and only 2/3rds complete.......
  15. How does one find out how many patches in a model?
  16. Did I miss the vote or hasn't it happened yet?
  17. OK, didn't get far rigging - need to do a little more research into the various rigs and find some tutorials so started work on the set..... Here's the Armory/Bunker so far....
  18. Not quite what I had in mind. After something a little more realistic (I have the smoke nailed). I was using a Darktree effect (burn through) that works nicely but need to reverse the effect from the halfway point rather than let it proceeding all the way to transparent (I don't need it to reduce the length of the cigar just go from dark to hot red - under the ash - back to dark ash) Cheers cm1_0000_iPhone.mov
  19. Hmmmmm.. Just went down the Action Object path and although it assembles the model just fine in the Chor, none of the constraints work! Edit - my mistake - the constraints appear to have 'selected' the model (Action Object) rather than the associated bone when I was adding them
  20. This is my SM BoltGun model. Magazine is semi open so you can see a portion of the Cartridges and Projectiles and of course see them feed up the magazine as they are fired. (As a bolt gun the projectiles are mini rockets). I am constraining thenm in an action (as part of a single model). I am wondering if making them disappear would be more reliable using Activeness rather than transparency. If this is the case then separating them into separate models would be the way to go! I am about to rig (and face rig) my SM models and I want the Seargent to be a cigar butt smoking/chewin grunt (do a nice close up) as he trains this junior marines at the range. Cheers
  21. I have a gun, with detachable magazine and 10 rounds each round made up of the Cartidge and Projectile. Since I want to animate the gun, I cannot parent anything (or can I???) so how best should I 'join' all the parts yet make each part animatable (independant) when 'fired'. At present I have them as a single model each with their own bone - no parent. Cheer
  22. Looking for advice/tute on animatable material to make the ash of a cigar 'burn'/'glow'. Cheers
  23. Decided to play with and update then re-render my Space Marines project (image). One day I will fully rig these models and animate them.....
  24. New Hard drive = new hardware. You'll need to contact Jason/Hash Support.
  25. I liked the Sintel Character from Blender so much that I am converting a version for A:M. Sintel is Open Source so my version will be open source as well. The conversion proved better that I expected. So far the conversion had included various levels of additional deformation meshes as well as Proxy meshes and other layers. Its been a pain cleaning these out. Next will be to fix the few bad patches (not too many) then to add hair and the a rig.
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