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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. If gutsy, investigative reporters still existed, that would make a good exposé.
  2. Hey, those first few frames have real promise as a flame effect. I wonder how we could control that.
  3. Rodney, can you post a sample PRJ that shows glow working on a streak particle? I couldn't get it.
  4. Sprites and streaks are two different things, which do you mean?
  5. For TWO we made a background character who could be easily be varied in such a manner. A rig that includes stretchable limbs and spines like the Squetch rig or TSM2 would likely be the easiest initial route. This won't be a novice endeavor. In that Youtube clip, Someone put a lot of work into making sure that all that characters various parts would hang together even if they were set to absurdly contrary settings. For further investigation.... I've been thinking, now that we have a constraint that will attach a bone to mesh (Group constraint), one could make a basic mesh with bones at the various landmarks. You could push and pull that mesh in the modeler then run some rigging wizard that would use the the bones that had been pulled along with the mesh to properly place the real rig.
  6. Typical or not, it's certainly illegal. You have to pay people for the hours they work. "Animators" are explicitly included in such laws. If it were a meat-packing plant charges would be filed.
  7. Paramount is threatening to open a new feature studio in Florida after Dreamworks Animation leaves them. That will perhaps add 100 animator jobs to the US total. But Dreamworks is scaling back its schedule, and Disney is laying off so it may be no gain over all. VFX work in the US is declining as other countries, like Canada, lure the work with large subsidies. That may have a lot to do with ILM releasing its first feature, Rango, this year. It would be great to be part of all that but I read many disappointing stories about top-tier animation work. Aja Bogdanoff a former Animation Mentor classmate of mine and the 11 Second club moderator tells how she got hired as a temp at a major studio (I suspect it was Blue Sky) and having to give 30 free hours per week on top of 60 paid in order to not get fired. All that for about 2 1/2 months "in the industry". And that's top-tier studios. Imagine what the also-rans are like.
  8. I think the proliferation of schools is driven by two things... -an abundance of people wanting to be students -an abundance of pedigreed animators who need to make more money I don't think there's surge of animation jobs in the US.
  9. Every time I turn around some one is starting another animation school.
  10. You're getting better at that. I agree... unpinch the nose some.
  11. I'm not convinced that needs another spline ring. I think weighting it right will solve the problem. Send me the bottom half of that penguin and I'll show you what to do.
  12. First, use the primitives from the A:M data folder. If you want a bigger cube but with a same size bevel, drag each side out farther rather than scaling the whole cube If you wanted a same size cube but with smaller bevel, do the above , the scale the whole back down.
  13. Congratulations! hmm... Wyoming sounds a bit far from IL. But maybe if it were part of bigger vacation to see Yellowstone and all that before it gets covered with oil... it might be fun to work in.
  14. What do you do with the volume once you know it?
  15. I looked on Steffen Gross' site and it's not listed there. It may be new for v16. I don't have it in my v15 either.
  16. Turning into a major work!
  17. My advice would be to do a few short tests of the sort of things your character does and see how that goes and post those.
  18. I dont' know what all you have in it.
  19. I presume the feet controllers are not children of the hips and that is the correct arrangement if you are doing something like my simple leg. With IK legs you will need to manage the feet so they are appropriately placed. If you've posed the hips so that the legs don't reach the feet anymore... move the feet so that the legs can reach them again. On a rig like TSM2 the feet will stay attached to the legs if you move the hips too far away, but this still leaves the foot controllers behind and causes the legs to be unnaturally pulled tight. You would still need to properly position the foot controllers so that the legs are appropriately posed. There is no animation situation where you would ever allow the legs to be pulled tight by a too distant foot controller... because it looks odd.
  20. First guess... you don't have the pose that contains the constraints turned ON Best option... turn it on in the model and resave the model. Then it will be on by default every time you use your charcter.
  21. You may find this discussion of another forum member's jump tests useful... http://www.hash.com/forums/index.php?s=&am...st&p=352251
  22. The jump motion looks better in the context of the scene. By itself it's hard to tell when he's jumping. I, too, think he should be pushing off harder since he is jumping so high.
  23. Smartskin could do that.
  24. Add that as a "note" to the AMReport. I think it's the Hooks that are getting messed up.
  25. fireworks.mov ChrysanthemumBoomFireworks08.prj It's 235 years old, out of money and parts of it keep catching fire but somehow the USA has stumbled through yet another year. For those of you not in the US but thirsting to be part of our aging, insolvent fire hazard, be sure to know the answers to these key questions: -Who is buried in Grant's Tomb? -Where was the Boston Tea Party? -When was the War of 1812? -Why did Washington cross the Delaware? Nail those and you'll be ahead of most Americans.
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