sprockets 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 Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
  • Posts

    28,050
  • Joined

  • Last visited

  • Days Won

    360

Everything posted by robcat2075

  1. If she's going to endorse a soft drink , she'll need a mouth to drink it with.
  2. You may not need lights at all for that. Here's bit I did about 10 years ago. idl_150kbps.wmv About 19 seconds in a space shippy thing will appear. On the "floor" are numerous flashing and non-flashing lights, rather like your disco floor. But none of them are real lights, they are decals painted to look like the floor has lights under it. Even the glows are painted on. Among the advantages... it renders fast. If you need the lights to "illuminate" your character combine this technique with a few non-volumetric lights below him to create the actual shading on him, and use a "lightlist" so that they only affect the character.
  3. Hey that graphic novel treatment looks great! I can see that being a lost segment of "Heavy Metal" Does Tar still have the tutu he wore in Fantasia?
  4. I can't quite imagine the effect you're going for. The glass in CRT screens is of such uniform thinness that refraction is a non-issue in real life. What is the dramatic intent of this effect?
  5. Yes, 10 seconds is a long shot. Pixar animators talk of finishing 3-4 seconds per week. On the other end of the scale, I have heard of a producer (an A:M user, BTW) who hires animators to complete 8 seconds, not in one week, not in one day, but in one hour! For all of $20. Ouch.
  6. If I read your description right... You read about "Material Displacement" ("Displacement Material", really), but then instead used "Roughness"? Those are two different things.
  7. Since you ask... I would say that the first issue that strikes me is that he moves without showing proper weight and mass. For example, he will often move from one foot to another without really transferring his weight properly. He might step forward and then lift his trailing leg before his leading leg could ever take over the job of holding him up. I think it's a good scenario and a complex one; you'll want to make sure all the mechanics are immaculate since that is what people will judge in a demo reel clip like this.
  8. One advantage of keeping them separate is you can temporarily hide parts that you aren't animating to. Faster real time response. The TWO set makers have been doing clever things with Action Objects to build up their sets. Maybe one of them will step in here to explain
  9. It would have to be a really with-it and like-minded group with a common vision. I think you'd need one guiding hand over it all and that would be a seriously difficult job. Consider the difference between an early Tex Avery Bugs Bunny and a late Chuck Jones Bugs Bunny. Technically the same character, but they seem to be completely different people.
  10. Stephen might well find people wanting to help, but finding people who can do fine animation to match what he's already done... those are hard to come by. And then, explaining what one needs to each person so that it doesn't come out looking like each shot had a different director... that can take more time than doing it one's self. I'm not saying it can't be done, though.
  11. A:M can load an AVI if it's in the right codec. Import into IMAGES then "Save as Animation" but choose "targa" instead of another format. You'll get a series of numbered targa files that you can reload into A:M (make sure you check "load as sequence") Just using the AVI as is may work too, but people seem to have more luck with targa series.
  12. You would apply it as a decal to the model just like you would a still image . But it would be far better to convert your avi to a targa series first.
  13. I've found that you can drag a single buffer into a new, empty "composite" and then do the "save as animation" trick to produce a new EXR file. I'm not sure exactly how I would test its fidelity to the original buffer...
  14. There's a limit to what people will be able to do with general questions. Post a picture of your model doing something wrong and ask a specific question. We really don't know what you mean by "applying" a bone. We can guess but you haven't liked any of our guesses yet, so... you need to be more specific and clear about what the trouble is. For example, you don't explain what you are trying to do with nulls , so we can't really know if you're even using them right to begin with. post some screen captures.
  15. That was quite successful! What would be cool is to have the speeder react a bit more to the proximity of the ground. That would make it seem even more "there".
  16. I know a number of apps can load OpenEXR files but what current apps can load them and give individual access to the various buffers that one file might contain, such as the depth or normal or light buffers, much as the composite feature of A:M does Does anyone have After Effects CS3? Does it do that sort of thing? If there aren't apps that do that, is there a way to extract these buffers into separate files?
  17. First, make sure you have completed the tutorials in "The Art of A:M" that came with your CD. Most of your questions about "Applying" and "Manipulating" bones are answered there. And any other tutorial you do will expect thatyou already know what is in "The Art of A:M" Here's a simple tutorial about constraints The simplest IK leg
  18. I think they are in the middle of changing servers. Try again in a day or two. Then ask again.
  19. Is the character made to scale? Is he normal adult size?
  20. I think it will be easier to shoot the keys with a key fob attached and used that as a guide for placing the 3D character.If the character is a bit bigger than the fob it will be easier. You may have to paint out spots where the fob is still visible. Anything flying thru the air is going to be very blurry. Matching that will be tricky.
  21. a painted car won't look like metal, it will look like a painted surface. quick and dirty car paint... http://migrate.hash.com/forums/index.php?s...st&p=210376
  22. right click and save the action to any folder, even your desktop. It's a file like anything else. Import it into your actions on your other computer.
  23. Normally, The force keyframe button will only force keyframes on bones that already have keyframes. Watch this to make it force keyframes on bones that do not already have keys. http://www.hash.com/two/RCHolme...ngbasicsMP4.mov
  24. Great looking character! I think the enormous size of the torso may be a problem in animation, but we won't know until you try.
  25. I haven't done much with hair, but I've sometimes wondered if something could be gained by scaling the time after a simulation. Like maybe the hyperactivity of the cloth could be reduced by animating my character for five seconds, stretching that out to 10 seconds, setting the cloth to half its mass, simulating it, then scaling everything back to 5 seconds. Not that that is the right recipe, but maybe time scaling might get an effect not possible otherwise.
×
×
  • Create New...