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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Experimenting with larger nostrils
  2. We've got a lot of Mac users around and I've never seen anyone get HXT files installed as "folders" before. Something is dramatically unique in this situation. What version do you get when you install? Look at Help>About Animation:Master
  3. If you do uninstall and reinstall... save your master0.lic file somewhere safe before you do! Then you just need to copy it back to get going again.
  4. that is strange looking. The flickering hair makes it look like one of those time-lapse plant shots.
  5. I threw some neck and tail bones in to test him a bit.
  6. Getting that "plucked chicken" look...
  7. And now a shapely leg...
  8. Looks beautiful!
  9. Starting the body...
  10. thanks! This is pursuing my theory of "Contour Modeling" where I try to put splines only on the peaks and valleys of the shape and let the A:M patches fill the inbetween.
  11. If the OBJ was imported as a "Prop" I suspect the reason is that you can not resave a Prop from A:M to preserve such edits, so having the settings appear in the Chor, which can be saved, allows some saving.
  12. update with proportion changes, deeper eye sockets, larger nostrils. Everyone puts tiny nostrils on these things but the hole in the skull for them is rather large. Still looks like Gorn to me, however.
  13. make sure it's saving as MDL and not txt
  14. VERY quick Boolean Cutter explanation... http://www.hash.com/forums/index.php?s=&am...st&p=367702
  15. I've always thought of it as more blunt too, like the Disney version... But the current "style" seems to be trending towards a very beak-like appearance. But here's a very scholarly image I just found that is quite round at the snout... I should study this more, and will.
  16. Like this?
  17. Happy Birthday! I hope we'll enjoy your contributions to the forum for many years to come!
  18. What is weevil?
  19. will need some teeth...
  20. The are indeed relationships. They appear in the hierarchy like this.
  21. In case anyone is doubtful, it is indeed 24fps for "Rear Window" The fps setting is in the "Project" properties. The origin of 24fps as a standard is not entirely clear. Film historian Kevin Brownlow says that while early silent filmmakers settled on about 12-16 fps as a rough target, theater owners soon began to project films slightly faster so they could get an extra show in each day. Filmmakers countered by shooting faster and theater owners countered back. This arms race continued all through the 20's until sound came in. A solid standard HAD to be adopted for sound and 24 fps was chosen as an average of the prevailing projection rates at that time. It probably helped that 24 frames of film was exactly 1.5 feet and for animation it turned out well because 24 was evenly divisible by 2,3,4,6,8 and 12. 29.97 for NTSC... that's got to be one of the biggest design mistakes of the 20th century but we have to live with it.
  22. Could you post your skeleton saved at the moment just before you run mirror bones?
  23. And Gene... from now on you will save your work in incremented versions so if anything goes wrong you have something recent to fall back on. I know you will.
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