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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. I'm not sure what I really want, it may not be do-able. Mark's ear suggestion is a promising one. Is there a head with good ear on it that would lend itself to SSS?
  2. Good-lookin abs! "The A:M Abs workout"
  3. I separated the audio into bass, mid, high and top versions with the EQ filters in Audacity. After applying the plugin to the audio i deleted all the "bottom half" keyframes of the waveform and rescaled what was left to fit from 0% to 200%. WILh400.mov It has promise. I think it would benefit from some sort of smoothing or peak averaging to make the amplitude result more resemble the perceived volume of the sound rather than track the instantaneous level of the waveform itself.
  4. The model is saved separately? Can you load the model as a model?
  5. that one might be a bit too uncomplicated What is that?
  6. Too many other factors in that, I'm afraid.
  7. Something that is an obvious example of SSS and looks good for it. I realize that's vague. I like Jeff Bolle's Alien but it also has many texturing details that are not specifically SSS so it's hard to hold it up for 3 seconds and say "that's SSS" without further explanation. That's the problem.
  8. Fun fact: the standing long jump used to be an Olympic Event and the current world record is 3.71 m, about 12 feet 2 inches. More than twice what I am getting. http://en.wikipedia.org/wiki/Standing_long_jump Here's a professional demonstration. Note the expert advice: "jump as far forward as possible." http://youtu.be/6P8qmLl4rZQ
  9. Here's my reference jump , now you have to show yours (I'm presuming you had clothes on) RCHBroadJumpESingleHopAH4k.mov
  10. Wow! That's a great thread. Explains SSS like nowhere else, & probably should be included in some documentation, if that effort is still alive, and if still true for recent versions. I don't remember ever seeing it. Even with that info, still seems like SSS requires much experimentation, tweaking based on model geometry, chor lighting, and model's size. That is a great thread. Too bad those Bradbury boys went off to college...
  11. We're stripping this motion down to the barest mechanical essentials, so in this case symmetrical is fine. At animation school we did this exercise with a one-legged ball which left any notion of offsetting or trying to be non-symmetrical completely out of the equation. I did some reference video myself this morning and indeed there is an enormous temptation to not keep the feet together, but we are working on a basic mechanical principal of heaving weight into the air and one leg, or two stuck together is all we need to study this.
  12. Oh, go ahead and post it. And could you render the jump from a side view and post that too?
  13. That's an appealing idea although it might have to wait for "v18" whenever that dawns. The mascots pretty much change with versions rather than years now.
  14. Those are great images. I guess the problem with explaining SSS (in 2 seconds) is that it's a subtle thing, not like a lens flare, you pretty much have to see a before and after to "see" it.
  15. And Happy New Year and happy animating in 2013!
  16. One overall suggestion...don't constrain the light to the character, just give it a few keyframes to generally follow him, as if a person were having to aim it manually. That will make the outline of the light on the background less antsy and his motion in relation to the set will be clearer.
  17. Does anyone have or can anyone suggest a great example of A:M Subsurface Scattering. Something that, as soon as you see it, clearly demonstrates SSS (and looks great). I want to stick it in a tutorial video on "Rendering"
  18. Hey, you got that done! I enjoyed that.
  19. Beautiful! (I hope Thom gets thawed out by Spring)
  20. And do the jump with your arms folded in front of you.
  21. Lloyd, Do you have a video camera of some sort? Even a phone camera will do. Shoot yourself doing this broad jump. One big jump, feet together, begin and end standing. Make it the biggest, farthest jump you can do. Make sure you get a take where you stick the landing, no extra hops or stumbles. Convert that bit into a quicktime and post that, And lets compare that to what you have animated.
  22. Direct X is not in the 64-bit versions. aen916, what OS are you on, does it have Aero and do you have Aero OFF?
  23. I'm a bit vague on the scenario but... You still want it to be an action? You could possibly delete all the other keyframes in the action not related specifically to this object, then resave the action to a new name. You would still need to drop this action on the original character (or possibly any character) but since it would have no keyframes for that character it would not affect them otherwise.
  24. I figure the big attraction of the app that serg showed at the top was that it was rigging the shape in addition to modeling it? To me i would think that getting bone placement and vertice weight into A:M would be the easy part, but there's no importer i know of that handles the bones part of it.
  25. A good present for that guy would be some skin! Merry Christmas!
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