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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Watch the whole process so you have a mental image of how it works, then try it on your model in some basic way. The difference between his method and mine is that instead of flattening the face to meet a flat decal (his way), you wrap the decal around the not-flat head, but the painting stuff is pretty much the same either way. Are you familiar with alpha channels?
  2. Is it possible to make this more interactive, so a trip to a menu isn't needed for each bone? What if holding down a control key while you moved the bone would make it snap to whatever bone the cursor is nearest? Sort of like moving points in "snap to grid"; the CP follows the cursor and jumps to whatever grid point the cursor is nearest. I also think people were wanting to be able to snap the end of the bone. If the dragging scenario were available you could use it for both the origin and endpoints.
  3. Have you gone through Jim Talbot's tut on decaling a face yet?
  4. Toon render is about edges. Unless there is an overlapping edge to the camera view no line gets drawn in the render. Have you considered painting some eyebrows on him?
  5. The "Skin" and "Pharr Skin" plugin shaders can make convincing skin tones. They are very fiddly because they have so many parameters but they can work. i like to use Render-lock to continuously update the view while I experiment with different parameters. Make Sure you have "Plugin-Shaders" ON in your render settings.
  6. Is there a distance that you would prefer to stay within?
  7. Welcome back to A:M, John! Welcome back to A:M!
  8. Interesting. I'm glad you didn't go away mad!
  9. Have you done a Help>Reset Settings yet?
  10. You could ask for that. I think the idea needs to be brainstormed a bit as to how it works in the interface.
  11. The problem noted in the video where the "Compensate Mode" state wasn't being observed by the Group Constraint will be resolved in v18L, according to Steffen.
  12. I wasn't sure if the saucer was firing that or if it was getting hit by the flare.
  13. Reboot and reload. Does it still do that? Does it do that from all angles?
  14. I don't see bone snap helping that. If you have 1000 points you have to match between poses, doing it with 1000 bones won't be any faster than snap-to-point which we already have. Why is snap-to-point not enough for that?
  15. Did you change any CPs or splines since the previous version.
  16. No, I'm just saying that if the repetitive nature of the concept is the problem, that much could be automated with text editing. That said... I'm not sure what a Heath Robinson is.
  17. I still hold that a macro in a text editor could do the bone creation and placement for you.
  18. So you want to snap bones to CPs? This is how it can be done... Episode 1 is on YouTube. A little bit of set-up is done Episode 2 is on YouTube. Pose export magic. Ta-Dahhh!
  19. Great nose!
  20. You just about HAVE to paint them yourself... that's the only way it will fit to the model you make.
  21. Past forum-member Zachary Brewster-Geist is carving out a growing career as an actor out in the DC area. Here is a trailer he created for for a rare "original pronunciation" (think "pirate" but with less "arrgh") production of "Merchant of Venice" in which he plays "Antonio" https://www.facebook.com/video.php?v=868150176557725&fref=nf There's a close-up of him at 1:24
  22. In my tutorials links there s a bit about how to use cylindrical mapping to place a master decal on the head rather than needing to flatten the face mesh.
  23. Somewhere there's a will Sutton tutorial on decaling a face... or maybe it's Jim Talbot. I think it's Jim Talbot.
  24. Good look! I'm guessing they didn't like that he landed so fast? That would be easy to fix.
  25. Could you send me the model in a "before the hook" state? I'll try it.
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