sprockets TV Commercial by Matt Campbell Greeting of Christmas Past by Gerry Mooney and Holmes Bryant! Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
  • Posts

    28,054
  • Joined

  • Last visited

  • Days Won

    360

Everything posted by robcat2075

  1. This is very interesting, SO what your saying is AM has a tool that will tool what I want. How do you use it? I should have known The Hash team would have already thought of that. AFAIK "reduce" can only be invoked on a single channel at at time. And it gives weird results
  2. This res thing is something I've been debating with people for 15 years now. My theory is that given the choice between quality and ease of access, the mass audience chooses ease of access. That's why VHS won over Beta and Laser disc. That's why DVD won over VHS and is still winning over Blu-ray. And that's why crappy web video is winning over broadcast TV. For my PC a regular SD render is pretty much the limit. My display is 1280 wide but a 1280 movie chugs along at 1 fps and usually freezes the player. I'm glad A:M defaults to SD because a new user doesn't need to be waiting for anything larger to render and it's easy enough to set it to anything else once they know what they are doing.
  3. For some reason, I am more prone to overlook issues in an animation done in a rough style, such as this one. I like the design of that. You should have a slight zoom in to the main scene, when the two halves at the opening part to the sides, to look more like a multiplane camera move. As a scene maybe the big crit would be that it's all "on the nose", meaning he's doing exactly what he's saying without any subtext. The head turns are SO rough that they are hard to follow. I think they call that "line boil" when the line is darting all over the place. I'm not sure about the light toon-lines.
  4. a 1280x720 render is overkill for a quick post. I can barely play it on my PC so I couldn't see any jitter. Edit: I tried re compressing it to half size to see it. Yeah, I'd guess the jitter is error in the original file. Capture isn't perfect.
  5. I think that one came from the grassy knoll.
  6. looks like good splinin'! have you rigged it? animated it?
  7. The ankle looks very thick compared to the width of the foot. You might look at some cartoon penguins for reference and see how the simplified the form.
  8. That's a good start. I think you could loosen up many of the poses by using the shoulders more, especially when raising or lowering an arm. Right now they seem to be mostly staying in their default symmetrical pose. You have quite a few symmetrical poses with the arms. Although we do that a lot in real life, animators will ding you for that. One common tactic is to put a prop in one hand so the character CAN'T do those mirrored poses and has a visible reason not to. Why does that character remind me of Michael Rennie from "The Day the Earth Stood Still". Is that his voice?
  9. Hey, there's even a keyboard shortcut for it. "Toggle Backface Culling" SHIFT-6
  10. post a screen capture of your render settings when you have time.
  11. Try again after you do Help>reset settings and restart
  12. Options>Quality>Wireframe works for me. What happens when you set your display to wireframe and choose Options>Quality>Realtime ?
  13. For me, the real time view makes it look like the decal is covering the whole object, but the final render looks like what I intended as far as the vertical limits of the decal placement.
  14. I like the front of the model. The back looks a little odd, like there's scoop taken out of him.
  15. I just picked an image from my drive to stand in for the missing decal and I go this which looks sort of normal but it doesn't look like the repeat settings you had of x 20 and y 1 I'm not sure if you want the "belt" like Eric got or the "all-over" I got. Try again after deleting the decal from the model in the PWS.
  16. Those look great! Scary patch counts.
  17. That would be more a question for Robert...I haven't done as much messing with TSM2. I would think the last thing would be flipping the bones before running the Rigger, but I could be wrong. It seems that TSM Flipper can be used multiple times and it will not create a mirror if a mirror for a bone already exists. However, my instinct would be to just use it once when I had all my Right bones in place.
  18. That's working pretty good! There's still something odd when the left hand hits the front, but I'd say put this one on the mantle and move on to the next challenge.
  19. Here's some inspiration for ya... the world's most uncomfortable chairs
  20. Looks good. He can be an orange celebrity.
  21. Quick note about TSM bones... the upper and lower arm and leg groups can't be bent. Use the rotate, scale and translate manipulators on the top bone of each 2- bone group to crane the branch into place. Flipper will flip bones that have a "right" in their name. If your fans don't have that it will bypass them. This gives some minimal control over what gets duplicated.
  22. The Naugahyde couch looks cold.
  23. Wait until you have your mesh done before you start worrying about bumps.
  24. I tried sampling a few over the ~3600 entries and I can't detect that the ones at the bottom are uniformly less funny than the ones at the top. If you do 10th out of 3600 that's pretty damn good. I think she's getting the views because she has the most attractive thumbnail image. Heterosexual males are irresistibly drawn to the image of a pretty blonde girl and the possibility that there might be a breast involved. Not that I would be influenced that way myself, of course.
  25. First, use as few splines a possible. Generally, you try to mark the peaks and valleys of a shape with splines and have few in between. You're not doing too bad but I think that nose has more than it needs. Second, the little bumps you see where one patch meets another can be solved with bias adjustment http://www.hash.com/forums/index.php?s=&am...ost&p=43673 I find it easier to click and slide on the gamma bias property for a CP to adjust it rather than to use the bias handles. It usually only needs to change a few degrees.
×
×
  • Create New...