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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. An alternate texture idea might be to scan some actual construction paper and use that as the surface texture. OR... use one of those natural media paint programs like ArtRage to create the color texture. That would save the scanning step.
  2. Not I. Try a Help>reset settings
  3. There have been some tests here where someone used cloth for a water surface. it was pretty good at the ripples one gets when a stone is dropped into some water. If you're wanting to pour water into a container, a particle like fluids or blobbies would be more likely. fluids and blobbies are quite similar but fluids render faster and have more options to vex you with.
  4. No, I've never been on a unicycle. So this is all "thought experiment" animation. Not necessarily the safe way to do it.
  5. Thanks! Revised version with better stop posted above.
  6. I did this little test of unicycle motion just for fun. I've marked it up with some notes. attachment=46990:unicycleMotionH264.mov attachment=46991:UniCycle.prj Although I mention it in the notes, I'll say it again... the unicycle's "stop" is the least satisfying in appearance because it has been over simplified. A real unicycle stop is a precarious balancing act. Edit: couldn't let that lousy stop be. I added some overshoot to it to make it look better. Revised files. UniCycle2_with_reversestop.prj unicycleMotion2NotesH264.mov Edit 2: Playing with this notion some more, here it is with "cartoon physics". This is all bone squetch. Distortion box squetch would be better, especially on the wheel, but that's a battle for another day. unicycleMotion7H264.mov Unicycle7_cartoonier.zip
  7. largento found a "scales" mat that looks like felt if you scale it real small.
  8. robcat2075

    Snow

    I used particle streaks for this snow the key to making the snow flutter is to put a force, with turbulence added, at the side to add some variety to the streak's motion as they fall.
  9. Looks great! Do they not just cycle? Is there some other condition that controls them?
  10. BTW, you can quickly spot wrong-faced normals by turning off "show back facing polygons" in the shaded render props
  11. I think they need to kick higher.
  12. It tries. It may not get all of them since there's no absolute rule for inside vs.outside. It's most important for 5-pointers, particles like hair, the porcelain material and SSS. They will all look weird with a patch going the wrong way.
  13. One marketing problem with TSM2 is they didn't make it absolutely, positively clear that it didn't do CP weighting for you. It's mentioned in the manual but for people who have no idea what CP weighting is in the first place or why they need to do it or why a program can't do it for you... TSM2 was a program that didn't do what they thought it would do. I recall a number of negative posts that probably created bad word of mouth when it came out. I think it's great and I wish we could convince them to sell it or donate it or leave it to someone in their will. That said... the actual script-driven operation of it is not that far out... a A:M plugin-capable programmer could probable re create it, although that would be a legal problem in itself.
  14. I inquired with Anzovin about such a thing. They seem to be actively not interested. Perhaps part of the problem is they still sell a TSM for Maya and they don't want the marketplace confusion. mac version
  15. Good lookin' hair!
  16. I'm not much of a car model but I think you'll have less crease problem if you arrange the splines to be more radial to the center of the curve. Patches like to be more square than diamond shaped.
  17. Well, it's a bit jiggly but the shadow matches pretty well. Try a tripod shot and i bet that will work.
  18. I'm going to guess the artifact is some sort of non-enclosed boolean problem.
  19. Sure, go ahead and use it!
  20. Actually that was the original plan, but Steffen Gross has a flipping plugin that will flip CP assignments.
  21. You can make her look 50% less zombie by not pointing her eyes straight forward. Turn the head to any other direction and then turn the eyes back to the camera.
  22. hmmm... I thought it looked more like crystal was just refracting the background scenery?
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