sprockets Live Answer Time Home Page Featured Free Models spotlight Rigged Spider Tinkering Gnome's Workshop
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
  • Posts

    27,761
  • Joined

  • Last visited

  • Days Won

    341

Everything posted by robcat2075

  1. sorry , got the quotes messed up on that. The timing and what I can see of the body position made it look to me like an elbow to the ribs. everything seems to be happening on the side of the body the camera can not see so that's getting inthe way of it being clear. Maybe it doesn't need to be clear. maybe just the flurry of activity will be enought to tell the audience that some kind of impact has happened. A lot of impacts in live action aren't clear at all because if they were clear we'd see that cowboy A's fist never came near Cowboy B's jaw. But I would say put this shot up for now. If you can get all the other shots to look this good I think you'd have an compelling film and you can always revisit this shot with the knowledge you've gained by solving other porblems.
  2. shift-5 will toggle "Onion skin" on/off try that. It's very useful, but only when you want it to be. something that doesn't work would be the steepest learning curve of all, I think. First make sure you're onthe latest version (downloaded free from Hash) But I'm wary of "undo" so I save my work frequently with incremented version numbers. Right-click, save as... it only takes a second.
  3. Congratulations! Good start. [attachmentid=17607] the orange spline looks like a problem. Don't have more than two splines going thru one CP. And you could probably delete the green spline since you don't have it on the other side
  4. Can't tell if it's something specific to your project, but as a rule, if you're doing something that will take a long time, always render to a targa series not to a QT or AVI. Then if there is a crash you can restart in the middle and not lose what got done. And if a specific frame always crashes, that' sinteresting to know too. DV is a compressed format. better to have uncompressed targas as your source while editing. Save compression for last.
  5. All of his "expressions" are the result of the tilt of his head and the shadows on his face. Which is not to say that I disagree with you--I think he does, in fact, look like he's sneering a bit as he delivers the last blow. The way the head is presented to the camera is a big part of expression. That's why game characters appear lifeless... the animator has no control over how the camera will be positioned during game play. Don't over do it. make it small enough to be sensed without the viewer going "Hey, great camera shake!" I'll buy that. Too slow? Not enough acceleration? What would you change? Part of it is the camera is following him down too precisely; it's negating his downward motion. Another part is there isn't much effect on his body when his knees hit the ground. And yeah, he may be falling too linearly.
  6. Hey, that turned out well! So you're dad plays the congas? That is cool!
  7. I haven't caught this one in quite a while. It does look much improved! I like the play of expression across their faces. Since you're doing the moving camera thing, how about a tiny camera shake when Ebon's head hits it? I still think Ebon's (that is the one in the cloak, right?) elbow into Mr. CSPD's ribs is getting lost. I'm still uneasy about the way Mr. CSPD travels to the ground after being flung to the wall. He's moving down but not really falling. I don't understand the camera shake when he elbows Ebon at the end.
  8. well, i guess I can still make it happen, when one CP crosses the line between it's neighboring CPs [attachmentid=17514] But I was sure I saw a Hash person say this was fixed. Maybe it was something else?
  9. Don't change the whole project Make a rotation key for the bone (to create a channel) and then right-click on it's rotation properties. [attachmentid=17513] Leave everything at the Quat default except for things like wheels or propellers or boomerangs that need to spin many times. Those are good choices for Euler.
  10. robcat2075

    eyes

    This tut covers some finer points http://www.3dluvr.com/rogueldr/tutorials/eye/eyes.html It's not A:M specific but it can all be done in A:M Darktree has some "Eye" shaders http://www.darksim.com/html/downloads.html I think they're included in V13, but they're downloadable and free to use in V12 and earlier also Doug Kelly's "Character Animation in Depth" talks about photographing his eye at many angles and pasting them together in a paint program to make a decal.
  11. Easiest solution is to have a spin bone that is a child of the bone you use to position the boomerang [attachmentid=17511] look at rotate-z channel of spin axis bone for control of spin separate from position. Quat does better interpolation between weird angles, like a shoulder bone might have to do. It can't do 0 to 360 degrees of rotation in just two keyframes, however. Euler can do 0 to anything in two keyframesflyingBoomerang.zip
  12. That's not supposed to be true anymore. Can you show examples of this?
  13. Boomerangs pretty much spin one axis. I'm not sure I understand the problem. but spinning is orientation I'd change the rotation channels to Euler instead of Quat . It's done in the properties for that bone I think.
  14. That's a cute shot! The first thing I notice is the two hops he takes to rearrange his feet after he throws the boomerrang. He seems to move up in the air without having actually jumped. I like the idea of the hops. Keep them, but give them weight. I like the head bounce when he hits the ground. you could probably extend that to the whole body (not all onthe same frame though.)
  15. Welcome to A:M! Audacity is a free audio editing program, but audacity is not really "music creation" software. You need a sound effects library and and some sort of "Band in a box" program. 2 gigs of what? projects file? rendered images? generally you do 1 shot at a time in A:M and edit them together later. You wouldn't do your entire movie in one project. explain don't animate them walking thru things. I'm serious. experiment with small sample projects first. then if you're stumped ask specific questions with examples here.
  16. I tried looking at the mov but it's in an Indeo codec that doesn't seem to be available for QT7
  17. try resetting go to Help>Reset settings This will set everything back to defaults.
  18. tut on combining CG with live backgrounds http://www.hash.com/users/ed/tutorials/fpm/fpm.htm a 32 bit targa is your best option to include the alpha in one file. Quicktime "Animation" codec also accomodates alpha channels. Targas are easier to deal with but Quicktime can include audio.
  19. You're particle effects always look good. That fire looks like something out of a french impressionist painting. I hope you're lending your particle expertise to TWO. here's an old test i did by modeling some distortion glass to pass in front of the camera. [attachmentid=17425] but what we really need is some effect that can work in conjunction with a depth buffer to vary the effect depending on distance from the camera. distortionglass.mov
  20. Fabulous model! I can just about see Eddie Valiant hitching a ride on the back. And congratulations on getting paid. You're a modeling star, Ken!
  21. as i recall, get the model window up for your character, delete the poses from the "User properties" section of the properties window. Then delete the folders if they remain.
×
×
  • Create New...
filmstrip