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. That looks like a substantial improvement over your previous test. Much less popping. If you could get the cost of your system down to about the cost of A:M you might have something.
  2. CreationEngine.com policy on student status.
  3. If you are a student with a student ID you can purchase it from an academic reseller for ~$200. Same product, student price.
  4. Those are two different problems. Hard to diagnose by just that description. My Simplest IK Leg tut shows one way to rig a simple leg. (It presumes you already know how to attach CPs to bones)
  5. I'd be interested in hearing how 10.5 and 11.1 fare in Vista. I'm presuming they worked fine in XP. I'm still on 2000.
  6. So tell us more about how this is done! It has a more keyframed look than motion capture.
  7. Basically... the new keyframe you are making for that foot inthe chor is overriding the keyframes hidden inthe action you dropped onthe character. You need a "second chor action" to hold the new keyframes. (right click on the Actions folder in your chor>New>Choreography Action) Here's how to add some new animation after an action: (notice that the red bars do not overlap)
  8. Aside from the obviously curved segments like the ones I've marked in green, there are some not so obvious ones (in red) that would have to be somewhat curved for the cone shape to really be cone shaped.
  9. conventional 3D text can be made by right-clicking in the model window>Wizards>font. But the exact deformation you show would be tough. You might approximate the various shapes with bounding boxes, but most fonts won't have CPs in the right places to properly define the curves, particulary any curve that moved along a circumference. Using fonts to make a boolean cutter for use on a cone primitive might get a closer result.
  10. I don't know of a Dallas user group. The spread out nature of Dallas-Fort Worth probably works against that notion. I live in Dallas, but does the tutoring need to be in person? I've been supervising shots for the TinWoodsman movie via this forum with some success. here's an example http://www.hash.com/forums/index.php?s=&am...st&p=212969
  11. Hey, that's a cute turkey! And he toonlines well, too. The bulge in his ankles looks odd. Is that an authentic turkey detail?
  12. Looks good! One thing you might try is increasing the stereo separation distance in the render properties for a greater depth effect.
  13. Looks fab! Eager to see what comes out!
  14. Cute stuff! I like the floppy arms. He doesn't seem to be in sync with the DJ though...
  15. I made some comments on another Bootcamper's jumping lamp that may or maynot be helpful when you get to animating http://www.hash.com/forums/index.php?s=&am...st&p=204187
  16. This is more of an design thing... but I'd recommend much shorter arms and a wider base. It will be very hard to pose that model and keep it looking convincingly balanced. Look at the Pixar Luxo and it is really quite squat in its proportions.
  17. Failing 7-11, you can get packs of 3D glasses on ebay and then send some to your far-flung friends so they can see your 3D wonders on the web too. ebay search on 3D glasses red cyan
  18. Once upona time there was a forum devoted to stereoscopicry Stereo Forum You can make stereoscopic images with A:M
  19. Cool Looking Robots!
  20. Please look at this and see if it's better. Admittedly, I have some work to do in timing and animating in A:M... I'd say I liked the 1-frame slap-down more than the 4-frame. The thing i note most is that the hips are too far back in relation to the feet. It's almost like he's pulling himself forward with his heel; he really should be pushing himself with the rear leg. But congratulations on getting your character working! It was years before I got to that point.
  21. Congratulations! That's doing quite well. We'll expect top see a frog animation some day. Onward and upward!
  22. Welcome Lee! As always the more power the better. 1 gig of ram is pretty decent. a 1.6 gig CPU is on the lower "adequate" range these days graphic cards are not a big factor in speeding up A:M, your CPU is the main element I think your machine is fine to get started with A:M and explore it. You can decide later if your interest warrants a faster machine.
  23. First make sure "Show Bias Handles" is selected inthe main A:M window then you can right-clock on a CP and choose "Peak" and be able to set the spline, both before and after the CP to any curve you want. If you don't want to peak the CP you can still adjust the magnitude of the bias on each side separately by holding SHIFT while you drag the handle. The post and pre extrapolation settings are something else entirely.
  24. Wonderful effect. For some reason that says "Mother's Day" to me.
  25. Noah answers some questions about his film in this thread http://www.hash.com/forums/index.php?s=&am...st&p=175934 But he had been using A:M for a number of years before he embarked on this particular project.
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