Jump to content
Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
  • Posts

    27,747
  • Joined

  • Last visited

  • Days Won

    340

Everything posted by robcat2075

  1. Dropdown menu? when i right-click onthe "shortcut to" i dont' see ease. I haven't used ease on this prject; one could, but the defaults worked ok here. Actions that are "cycles" ( "has stride length = ON) wont' have an ease property in the chor timeline.
  2. mirror will only act on non "left/right" labeled bones (like spine bones) if they are exactly centered in the model. CHeck the properties window for each bone for that info.
  3. I haven't tested this out completely , but I think a plausible tactic is to open the second action up in its own action window and copy a whole body keyframe from its start. Then go back to your chor and paste that onto the character at the point where you want your new chor animation to end and the second action to start. There are many details to be gotten right that i haven't covered. Here's a prj that show use of an action (shaggy stands up), then chor animation (he turns around), then another action (he climbs on box). This is just rough animation to show the premise. Action2Chor2Action.zip Look at the timeline in the Project Workspace to see what is going on.
  4. That's quite effective. I hope you charged a good price for that! My only tweak would be to slightly darken the reflecting glass on the building so it would be better distinguished from the sky background. Did you ever figure out why Newton wouldn't work? Can you show any tests of it not working so we can see better how it fell short?
  5. the latter part of this discussion of "the door is stuck" shows how to add new animation after an action. shaggyanddoormp4b.mov Welcome to A:M!
  6. Those are wonderful looking characters! They need a short to be in.
  7. rotate the image in your paint program?
  8. That looks quite promising! The hair looks better arranged in the turn around than in the walk clip. Is the grooming different?
  9. Hey... instead of using a force to change their behavior after they hit the ball, how about using a force to give them their initial sideways push and limit the force's size so that once the particles have fallen as low as the ball, the force doesn't reach them anymore.
  10. I think John's die on contact/second emitter idea is the most promising. Currently the particles falling off the ball still have the sideways velocity they were assigned in the original emitter, which looks odd. A second emitter would permit you to customize the behaviour of these second stage particles better.
  11. Can you explain more about how what you want differs from what you got so far?
  12. That's a great looking Yoda! I actually studied for a quarter under a guy who animated some Yoda in the Episodes 2 and 3, although he only mentioned it in passing. Charles Alleneck. Look for his name in ILM movies. I like the fact that you avoided a lot of arbitrary arm waving. That would have been very un-yoda like. Dhar has identified the big issue, sometimes called "isolated movement". In real life it's just about impossible to move one part of the body and not affect the ones connected to it (and the ones connected to those, and the ones connected to those...) just moving a hand or head will cause the spine to slightly shift, to maintain balance and/or in reaction to the force of moving that body part. I'd also suggest staging this from a 3/4 view rather than head on. As if he's talking to someone off to the side of the frame. It will be easier to do small hand gestures and small spine movements and make them look good.
  13. Welcome to A:M! -do all the exercises in the booklet so you have a basic framework to understand the program. -the forum is a good place to ask specific questions. -think small for your project
  14. I think a big part of it is that small-scale, local advertisers don't have the budgets to support animation. Even if an ad is seen only locally it wil still be viewed with and compared with national ads and that suggests a certain minimum level of production value that has to be met.
  15. The tail does help make him more dog-like. Would a shorter torso help him? Although I recall the lion in "Madagascar" having very blockish fingers and paws, so it can work.
  16. That's looking good Dhar. The semi-realistic head is going to make his body seem more naked than "Bishop" who has a quite unrealistic head. Rigging the face to get the control you're seeking will be your biggest challenge I think.
  17. A lot of A:M modeling is about thinking a little ahead about what you really need: thinkaheadMP4.mov
  18. If you had a straight side view and front view, those would be helpful to you. But once you get A:M you'll definitely want to do all the exercises in the booklet that comes with it. Those will answer many questions that are probably occurring to you now. Welcome to A:M!
  19. Wonderful scene. Put it over at CGtalk if no one has suggested it yet.
  20. And posting a wire frame of the spot you're having trouble with will usually bring someone in with a specific suggestion.
  21. I don't get how they help you see the volume of your model. Either you've put modeled a shape or you haven't. These edge loops reside on the surface of the model, right? Where the polygons already are, right?
  22. That looks like you know what you are doing. I don't see any obvious outrages. That long, skinny five point patch above the corner of the mouth might end up being a crease problem. Five-pointers like to be fat and flat.
  23. based on that article, would I be wrong to say that splines already do what edge-loops do? It looks like the strategy for placing edge loops is the similar to placing splines?
  24. It has to do with the "bias" of your animation channels. quick primer on Channel Bias channelbiasmp4.mov
×
×
  • Create New...