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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Trying things is half the fun of A:M Almost any topology can be "cloth". Square meshes get the most intutive results. Irregular curved shapes can be had by using a transparency map to hide ragged corners of a grid.
  2. Cloth is now a "material" Make a new material, a cloth material, and apply it to a group. TAoA:M introduces making a cloth mat in "Wave the Flag" I believe there's a Tech Talk in the Tech Talk section on Cloth.
  3. The good news is that's all definitely do-able with A:M. The people textures would have to be made in a paint program but the object textures could also be done with "materials". You'll just need a good eye for it.
  4. I wish I had the sense of texturing that they have. It's very interesting to study. pic #1 : the woodgrain effects are the most obvious of the whole set but those are still very slight. #2: note the slight light and dark patches on the ground and cloth canopies to make them less monotonous. Blue fog in the distance #3: the guy with the cleaver has a few pink accents on his skin in places to make him less perfect. #4: the wall has just a few rectangles of color to suggest bricks. Notice how the boxes holding up the table look like they are getting bounce light from the ground. I don't like the left guy's hair. #5: It looks like they've painted spec reflections onthe piece of wood at the very lower right corner. In all of them the shadow areas have significant bluish cast.
  5. robcat2075

    Cicak

    Your model still lives in the chor even though it has an action on it so you will be able do the cloth sim in the chor.
  6. It's not Toon render, that generally means a black line around shapes and flat shading. I think there is AO, you can see it most in the very shadowed areas. also the ambient light has a blue cast to simulate sky light. They've textured very carefully to make surfaces interesting without lots of realistic detail. those are my first observations.
  7. You may have to post an example case model, with the bitmap. I suppose you could change the repeat to a negative number to flip it.
  8. I'm still not sure what your workflow is. Here's what I'd do, using my previous puppet case as an example. I'd modify my scratch cyl map to make the left and right edge obvious Now when I look at the UV view in A:M its placement is clear: (I have set Tools>Customize>Appearance to "Macintosh1" for its black spline lines and small CPs) Want a higher res view of that? Zoom in to the upper right corner and capture... ...then pan and capture the other three corners and piece them together in a paint program to get a high res version of something like this... In the paint program copy over the parts of the wireframe that are not in the center tile of the scratchmap... ... to get something like this: Crop that down to the bounds of the center tile of the scratch map: Now you have something high-res you can paint on in your paint program. When you are done painting swap it for the scratch map in A:M
  9. Here is Jason Hampton's tutorial on Cloth Attach Groups: Cloth_attached_group_animation.mp4
  10. robcat2075

    Cicak

    Here's a guy on the Daily Show playing a more conventional sax and getting a fair amount of movement in. At about 4:22: http://www.thedailyshow.com/watch/wed-june...?xrs=share_copy
  11. You're welcome! This tut discuss those parameters http://www.hash.com/forums/index.php?s=&am...st&p=345494
  12. BTW, are there any true-scandal fans who recognize the allusion to then-contemporary events in that Flintstones poster?
  13. I'm glad to hear of your success!
  14. My preference (not that I am a painting expert) is to wrap a large bitmap on a model via cyl mappings and paint on that in 3Dpainter. http://www.hash.com/forums/index.php?s=&am...st&p=317888 I think this is preferable to flattening in A:M or using the auto-tiling ability. Edges on a spline? explain that more.
  15. make sure your cyl shape is centered about the Y axis. If it isn't that way in your model, make a pose that moves it there adn apply the decal in the pose. Here's a case where I decal a face with cyl mapping http://www.hash.com/forums/index.php?s=&am...st&p=317888 3 is the correct number for x. A:M uses one copy over a imaginarily flattened mesh as best it can and uses one more on each side to catch any stray bits of mesh that the first one didn't cover. This makes it possible for a rectangular decal to appear to wrap around a mesh that doesn't have a straight seam on the back. normals don't matter for decals.
  16. briefly the Basic Elements: -Attach groups allow you to fix a part of a cloth mesh to a bone so it doesn't fall freely. Holding a handkerchief would be a use of this. -The Flag tut in TAoA:M will introduce creating cloth attach groups. Do that tut. -the Attach group CPs must be associated to a bone. -Attach Groups must be turned ON in the Model. -Attach Groups can be turned ON and OFF in the Chor -To make a character hold a handkerchief, constrain its attach group's bone to his hand. -To make the handkerchief drop, turn its Attach group OFF in the chor . -When the Character wants to pick the handkerchief up again the group can be turned ON to follow the bone still constrained to his hand. -The group will follow from whatever distance it is when the group is turned back on. -If a cloth falls such that the original attach group is not in the right place for a character to reach (underneath the rest of the cloth, perhaps?), a new group in convenient location can be selected in muscle mode in the Chor. Rename this group in the model, make it an attach group, add a bone for it in the model and resave the model. Return to your chor and use the new bone for moving your cloth around. It is possible to to get confused while doing these maneuvers and get unexpected results, however it does work. My BUSSTOP animation is an example of using various attach groups to: keep the rope from sliding off Shaggy while he was carrying it, let it fall when he needed to drop it, not jitter when it needed to lie motionless, and be picked up again to do the dance.
  17. I think we can now declare it to be the longest-standing bug ever. A memorial may be in order when it gets squashed.
  18. It seems to me that since we can turn off and on any and all constraints with poses this should be possible. But like I say, don't put off anything pressing for this. This is a back burner type item.
  19. robcat2075

    Cicak

    That's a soprano sax, actually. Bb i think. If that small instrument is heavy enough that he can't hold it exactly 100% rigidly in the same exact space in front of his head as he moves around, a larger heavier instrument will have even more overlap. Standing motionless as possible is a goal for a real player because he's visibly alive in other ways and the horn only fits in the mouth a certain way. But for the animated player it's dead because he's not alive in other ways and actually can be absolutely motionless, something the real player can never do. I'll paraphrase something Tex Henson told me: Don't make a drawing of someone playing the sax. Make a drawing about someone playing the sax!
  20. Here's a diagram I found that illustrates how the COG varies depending on the arrangement of the body parts In the first drawing it's very close to where the main body controller is on many rigs. In the second, it's higher. In the third it's not even in the body anymore. If he were a diver doing a somersault you would need to move the rig so tht it moved around that imaginary point rather than moving around a bone in the body.
  21. Eugene (the skeleton?) Would be an easy re-rig since he doesn't have any skin that needs to be weighted between two bones. If you haven't done a TSM2 rig yet he would be a good starter example.
  22. If Eugene is rigged with TSM2.
  23. Your question might get a more answers if it weren't in a thread about IBL but... A quick search on "toon" and "rendering" gets this list of topics: http://www.hash.com/forums/index.php?act=S...Btoon+rendering some of the links in those threads are very old, but can often be retrieved with the Wayback machine at www.Archive.org For example, I got back Krickets toon tutorial in this thread with the Wayback machine... http://web.archive.org/web/20090409175822/....com/tutorials/
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