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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. You can read a bit about Bob (one of our TWO directors) Taylor's involvement with "Goof Troop" in this animator blog post: Part 1 Part 2
  2. You mean on this scene, right? or overclock the one you have. almost always, calculating particles will use more (not obvious excepton long prerolls), "finding Patches" does too i think. Multiple instance seems to be gone. Use the Netrender now.
  3. Hard to diagnose just from a verbal description. My first wild guess... Is IK turned on in the Actions? Try deleting that key from all the actions and turning it on in the chor action at the start of the chor. Or, have only the actions turn it on and dont' have a key for that inthe chor action.
  4. You're welcome. I'm happy you're happy to be happy using TSM2.
  5. New life for an old tut! I don't even remember what's in it. I hope it was good.
  6. I've only scanned this thread so maybe this has been mentioned already but... a fast way to set default interpolation on many bones at once is to CTRL or SHIFT select them in the PWS, do a bounding box around the curves then do >Curve>InterpolationMethod>choose slope This will affect all keys in the curves that you have not manually set a specific interpolation on (IOW, they are still set to ""default") You can quickly select select a whole range of bones with SHIFT and selecting just the top and bottom ones in the range you want.
  7. I've put a zip with the permission and key in it in the original post. tip: Always save every installer for everything you might ever want to ever use.
  8. For specular highlights to show the rest of the white of the eye will need to not appear full white. If the white of the eye has much ambiance turned on that will compete with the shiny specular highlight. That makes sense - go with more of an off-white then? Possibly. There are some eye tutorials around you might look at for color advice.
  9. For specular highlights to show the rest of the white of the eye will need to not appear full white. If the white of the eye has much ambiance turned on that will compete with the shiny specular highlight.
  10. that's looking cool. It's interesting to compare yours and the drawing and try to ascertain what makes them look different. A thicker lip on the eyelid would match the drawing more.
  11. That definitely helps since one picture is just a flattened representation of a not-flat object. A front view of a face tells you how far up or down an ear is but doesn't tell you how far back the ear is. That's what the side view tells you. Good rotoscopes need to match very closely. A front and side view should show the same vertical distances for features. A front and top view should show the same horizontal distances for features. Fortunately A:M allows you to move and scale rotoscope images to help them match up. It's also important to get images with as little perspective distortion as possible. The farther away the camera is from an object the less perspective distortion there will be.
  12. I'll just note that the Technical reference (free on pdf) covers almost every detail of A:M. It's not a gripping read, but the facts are in there. Also HomeSlice has made a wiki that I can't find a link to at the moment to that explains every parameter in A:M. Look for that too. Edit: http://www.hash.com/forums/index.php?showt...2&hl=tiddly
  13. 16 - I counted frames and he was doing two steps in 12 frames. so something is more compressed than you thought it was. I was just trying to ascertain what part of what you had was the part you didn't like. Since the 12 frames per two steps is the speed you want and the foot sliding is insignificant, I'm back to square one on not being sure what you are unhappy with since this is very close to your original chor's result. ? In all three chors i used your original 20 frame action cycle. It's really 20 frames not 22 frames when the overall action loops. I slightly modified the keyframes on the foot targets so when they are on the ground they are moving at a constant speed with no variation. In "Treadmill" walk or run cycles the ground is moving at a constant speed so the feet must be keyed to move likewise. I didn't fix the problem with the two feet moving different distances. Normally you would have them travel same in a treadmill cycle. Normally you would use an action like that with a path constraint to make A:M handle the problem of matching the prgress thru the animated cycle versus the character's progress over the ground. But it is possible to do as you have done and manually move the charcter forward while he cycles thru his action. I had to experiment to find how far 7(?) cycles of foot steps should carry him. If you look at the properties for "Shortcut to Runcycle" on the Thoms in each chor you will see that "Crop Range" is the same in each case: 0:00 to 0:20. Crop Range allows you to set what part of a cycle gets used by a character. I changed that from A:M's auto guess of 0:00 to 0:22 I set "Cycle length" different in each chor. Cycle length allows you to set how fast A:M interpolates thru the action contained in the crop range. This is where the "scaling" is happening. You can guess what "repeat" controls. "Chor Range" alters automatically based on what "repeat" and "Cycle Length" multiply out to. In the chor Thom has only a keyframe on his model bone at the start and end of his travel t move him over the distance of seven cycles. I changed the time of the last keyframe to match the end of the "Chor Range" time. Modify your 20 frame action cycle to make the motion you want and see what the result comes out to be in the chor where it is applied. I ideally if You knew in advance you wanted 12 frame speed you'd make the original action 12 frames. But... there's more than one way to get to your destination.
  14. He's a cutie! He should have a little toothbrush to hang on his belt.
  15. My suggestion would be to randomize the feathers somehow so they look less patterned. Different sizes, different overlaps...
  16. Looks better than the original done in Brand X!
  17. I hadn't seen Stian's car before, that looks great. 3D paint is what you can use to make the colors and patterns that appear on the surface of the model. A:M is what you use to make the shapes themselves. All of those movies are examples of basic by-the-book modeling in A:M by fine artists. I don't think there's a step-by-step tutorial for any of them. There are many tutorials in the tutorials section on modeling technique. Modeling a human or a car is a large task but they are made up of simple modeling concepts. Start out with simple objects first and get your modeling chops going. When you have questions ask on the forum.
  18. You have a dead end spline under the eye that is making a crease. Never attach a spline end where two splines are already crossing.
  19. Possibly there might be some clever use of Steffen's ReSurface plugin to accomplish this but I suspect doing it manually will get you exactly what you want faster.
  20. Doh! adjust the shape to fit. you may want to look at a real snail pic to see how the shell sits on its back. I'd lock off the shell mesh, go to shaded wireframe mode and then push pull points on the body to fit. the 6 key constrains a CP to its "normal" so you can easily move it in or out of the mesh .
  21. Can't see the buttons so i can't tell what mode you are in or what you have selected.
  22. the 16 is closer, since il'' be testing for faster movement. Now we're getting somewhere! You want it faster? In the first PRJ you posted he was taking about 12 frames per two steps in the chor. load this PRJ and look at the new chor "runcycletest_12frame speed". Is that closer to what you want? 1sttestfast_RCHmod02.prj Notice that in all of the chors his left foot slides forward slightly while it's on the ground but the right foot slides backwards slightly. Is that the "ski" motion you've been referring to?
  23. there's your chor "runycletest_compressed speed" and mine, renamed "runcycletest_original speed". yours is a cycle on 16 frames, mine is an action on 16 frames. there is no change in speed, compressed or otherwise? "original speed" takes 20 frames to do two steps "compressed speed" takes 16 frames to do two steps Both use the same run cycle action (yours with slight fixes), but there is a pretty apparent difference in how fast they travel. Which one is closest to the effect you are trying to get?
  24. I thought it was all a hand drawn project. Maybe you're going to rotoscope your 3D?
  25. click on the Anime tab : http://vintagefilms.hash.com/ There's a lot of different looking anime style animations there done with A:M. The "Mystery Egg" is particularly good looking.
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