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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Control the rig, don't let the rig control you. Sometimes you have to work around the rig to get the pose you need. This example shows how to raise the heel on a rig that doesn't have an independent heel bone. CounterAnimatingAFootAndToe_250.mov
  2. Presuming you made all your changes on one side you just do a CFA again.
  3. Yup, I should have studied that more closely. The good news is that was the part I was most dreading trying to animate... and now I dont' have to! You may get a finished shot yet.
  4. that is much improved! Comments: JobeJumpComments_300.mov and the marked animations in the comment video: JasonJumpMarked.mov RCHJumpMarked.mov
  5. No, I dont' think that was mentioned. You mean he's not on camera then? That would dramatically simplify things.
  6. You will be appalled at the state of this but I've got the core concept working now and i think I can get it finished. WeSail.mov
  7. One quick rule. You jump by pushing your body away from the earth with your legs and hopefully get enough momentum built up to keep going after your legs can't reach the ground any more. The fastest the body will move will be the last instant that the legs can reach the ground to push. After that, there's no push and gravity immediately begins to slow you down. If the body moves faster up after leaving the ground than it ever moved during the push... something is wrong. It can't do that. Damn near impossible, except for birds and flying saucers.
  8. Looks promising!
  9. OK, I will get you some comments on that! And if anyone else has comments, don't wait for me, have at it.
  10. Eyelashes with the fringe on top!
  11. The vid looks like it's working. The vid looks completely different than the pic. However... - you can get dramatically smaller files by not leaving the Quicktime compression codec set to "Animation". Choose h.264 or MPG4 to try. -did you peak all the CPs inthe cloth? it looks like a bunch of square tiles instead of a continuous splines.
  12. My character jumps up in the air and lands again. Your character jumps up in the air and lands again. There's a lot in common. Do this... do one broad jump seen from the side. Jump and land. Just that much and post that and we'll look at that.
  13. Copy the v15 master0.lic file to your v16 dir after you do the install.
  14. i toyed with it a bit, but nothing robust yet. Is there a way to turn "attached to parent" on and off?
  15. Jumping is a basic but still complicated motion. It's difficult to get it all right on the first try. I made some notes on jumpin a while back... http://www.hash.com/forums/index.php?s=&am...st&p=304249 take a look at those (mostly just the notes in white for the extremes) and tell me what you think you missed.
  16. Different programs seem to interpret and create PNG transparency differently so i avoid using them with A:M. However, when i test your PRJ I don't get any missing geometry. Is this what you intended?...
  17. 300 downloads! Thank you! Don't miss out on the next forum project, coming sometime soon.
  18. One found rule: CPs must belong to a patch. This means no "hanging splines", which are rare today but were common before hooks and five-pointers. Also, you can't apply cloth to a single spline of CPs. Hooks sometimes work and sometimes don't.
  19. 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.
  20. Thank Jason, he made it available.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
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