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
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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Great looking truck!
  2. keyframing basics and... if you move your keyframes farther apart, then it takes longer for something to go from one position to another
  3. Remember, CTRL+C is just a keyboard shortcut. You can select copy and paste from the menus at the top also.
  4. or... look at it this way... keyframingbasicsMP4.mov
  5. Bascially if you want a bone to stay still from 00:00 to 00:10 you need to have it keyed in the same place at both those times. If your bone is moving from 00:00 to 00:20 then you can copy the keyframe from 00:00 to 00:10 to get the above effect. note: What bones the keyframe button (and copy/paste ) operates depends on what filter (single bone, branch, whole model) is selected.
  6. It doesn't look VERY bad, but a shaded wireframe would help to diagnose CP motion No. Move it to whatever angle you wanted to correct the mesh at. smartskin can be done at any interval. Usually the fewer the better. For what you are doing, CP weighting and fan bones (topics covered elsewhere on this forum) may result better than smartskinning. Smartskinning works but requires much skill.
  7. can you put up a version of your project with proxies substituted for your models (and embedded in the PRJ)? You'll have to put it in a zip to post it.
  8. I think that's a fine looking model! I agree something looks a bit noisy in the uphlostery in the back. What this really needs is some automotive "glamour" lighting. Typically they'll put some huge squarish lights above the car to make big reflections in the paint.
  9. That looks pretty good, although I can't know how close it comes to the "original" live action. But it's certainly within the range of other such demos I've seen. There are a few moments where the head seems to freeze in position.
  10. Looks good. I still think rendering at 12 fps rather than 24 would give you a more authentic toon look. Are those bandage lines decaled?
  11. Great looking renders! Full steam ahead!
  12. Good anime-look toon rendering. In the contest I couldn't tell what this was. A clearer pose on the character would really help the viewer.
  13. I doubt it's a 5-point-patch problem, but could you show a wireframe of that same shot? What happens if you render the same thing in V13 or V11.1 ?(depending on which CD you have)
  14. A fine looking head! My impulse would be to remove some splines in the cheeks, but it's your face to rig, not mine.
  15. http://www.sgross.com/plugins/plugin4/index.html it isn't actually random, but if you make a whacky path for it to work with it might appear random
  16. Someone better put their hand on the steering wheel or there's no telling where they'll end up.
  17. Cool plane. I see a collision with the Hindenburg in it's future. Oh the humanity! I recall a magazine cartoon of a plane that looked similar. It had people at tables on the wings with waiters walking around serving dinner.
  18. What he said. And... start small. Try making one shot first . Find out what it takes you to model, texture and animate one shot. Then you'll have a better idea of how feasible it is. A talented artist will be an asset. It's hard to imagine one today with NO computer skills. I think a committed novice will need at least a year to become comfortable with the various tasks involved. A:M is an inexpensive way to give it a shot and certainly has the tools you need.
  19. Let's all do the Hop
  20. Try importing it from your CD>Data>Materials>Geometry folder. Use porcelain sparingly. It's better to add it to your model after you have made it as smooth as you can manually.
  21. Those tools will reappear when you have some mesh selected AND select "Distortion" mode (curvy wireframe box next to the Thom icon)
  22. Basically, you right-click on the modeling window and creat a new ON/OFF pose and make your constraints there. My "simplest IK leg" tut includes that process. http://www.hash.com/forums/index.php?s=&am...st&p=206902
  23. A:M has the font wizard to make 3D letters, and you could also make some text in a paint program and import that as a rotoscope, but your MovieMaker is probably the most efficient for regular titles and credits.
  24. I hope this housecleaning doesn't mean you're giving up on the stuff you've been working on recently here. The glimpses we've gotten look fabulous.
  25. When bones overlap each other clicking on the tip of the bone is the best way to select it. However, if you need to rotate the bone hit R after you select it and use the XYZ rotate manipulator that appears for better control rather than dragging the tip.
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