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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. I looked at the page but i'm not sure where to click to see the movie.
  2. Hey, that looks pretty nice! I suppose one thing that would plus it is to have a tiny bevel on all the edges so they're not so perfectly sharp. That's tricky to do after the fact, it's easier to build the bevel into the shapes when you're making them. I don't know much about gun terminology so i can't give any quick pointers like the _____ needs to be rounder or something like that.
  3. that looks sharp! but I couldn't read the opening text, it was too dark.
  4. I had thought about that... but I think from certain angles they would look funny. They're gonna look funny in front of hair too. you could put them on the end of a bone and constrain them to alwayspoint to the cam.
  5. Yeah, include a test case he can load. How about just putting them in front of the hair?
  6. Have you done this?
  7. Looks like a happy guy! Yeah, that's a neat treatment.
  8. A chain mail shirt would have little air drag. A silk shirt would have much air drag.
  9. Cloth doesn't really stretch much. Rubber stretches. I'd set "Stretch Stiffness" fairly high. Set air drag fairly high too. Cloth shears more, that doesn't need to be very high.
  10. What would this do that we are not already doing? That's really what an action is for. Reusable, repeatable motion. Expressions are for when you want to take the value of one property and use it to drive the value of another. A classic example is making toon line width decrease as an object's distance from the camera increases. An idea I've been toying with is using expressions for crowd simulation where characters would do different actions semi-randomly based on how near they were to other crowd members.
  11. Possibly, but animating the motion of all the bones that have to move to make a walk via math expressions would be a very daunting task, rather like CG animation was done 40 years ago.
  12. There's also a button for that in the Tools>Customize>Commands tab that you can drag out to your other tool bars.
  13. Simcloth need to start NOT in contact, or even close, to the mesh it will be contacting. If it's a cape start it detached and then move it into position at theback of neck. Increase the "damping" to reduce liveliness.
  14. the next to the most right spline looks like its too far back.
  15. Render to OpenEXR and use FakeAO in a Composite project with the Color buffer and Depth buffer as its inputs. This is very cool because it allows you to vary the FakeAO setting and observe the changes in real time.
  16. I've updated the Phenakistoscope.prj file to correct the spelling of "phenakistoscope". Otherwise it is the same as before. If you want to get a somewhat higher res screen capture of your disc you could Zoom in to one quadrant and capture that, then pan over to the next quadrant and capture that and so on until you have all four quarters captured, then piece them together in a paint program.
  17. I'm sure there is some clever way to do that.
  18. So, it's the Thanksgiving holiday. You've eaten the turkey. You've watched the game. You've been out to see Harry Potter AND Tangled AND Megamind. What to do next? Make a Phenakistoscope with Animation:Master! Even when you know how animation works and how we see it, it's still a bit of magic to hold one of these up, spin it and see the still pictures turn to life. You can make your own with these instructions and this project file. Making_a_Phenakistoscope.pdf Phenakistoscope.prj Feedback on whether these instructions work for you is welcome. Have a Happy thanksgiving!
  19. Congratulations on the Premiere! What was the event that got 400 people in the same room?
  20. There's an "Anime eyebrows" material on the CD or in your Data folder under "Geometry" materials.
  21. Yeah, that's lookin' good. There's a percentage on the glossy shader, set it to 100 for ultra sharp.
  22. In the surface properties. Down in the plugin shaders. And when you render you have to have "Plugin shaders" ON
  23. Those look good. Suggestion: use the "Glossy" specular plugin shader on the cornea for a sharp highlight, more like an anime highlight.
  24. thanks! got it!
  25. Hook's Spring Law? More big government! I suppose a side by side test with one hair might reveal the difference in behavior. My first guess is that Hook's Spring Law is more computationally intensive.
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