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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. 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.
  2. 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.
  3. 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.
  4. 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?
  5. Great looking renders! Full steam ahead!
  6. 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.
  7. 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)
  8. A fine looking head! My impulse would be to remove some splines in the cheeks, but it's your face to rig, not mine.
  9. 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
  10. Someone better put their hand on the steering wheel or there's no telling where they'll end up.
  11. 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.
  12. 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.
  13. Let's all do the Hop
  14. 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.
  15. Those tools will reappear when you have some mesh selected AND select "Distortion" mode (curvy wireframe box next to the Thom icon)
  16. 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
  17. 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.
  18. 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.
  19. 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.
  20. looks cool. will look forward to see some footage.
  21. More successful than I expected. Can you render a wireframe of the animation too?
  22. The "Stereoscopic AniJam" incorporated such an idea and will be appearing in the upcoming MiniMovie Contest #5; keep your eyes peeled to see it. Watch all the entries, of course.
  23. Just say it's a water cannon and you'll be done.
  24. Actually, the black is what the alpha channel is allowing to appear in those areas... nothing. If you want to see the alpha channel load a frame as a targa into Photoshop and look at the channels.
  25. The pivot point for the model (the black bone) would normally be at 0,0,0 of the modeling space. If your model is not constructed around 0,0,0 the pivot point woud appear outside it. Also if you had moved the black bone while in bones mode that would move the pivot point. you can go in to bones mode in your model andmove the black bone to any point in your model. You may have to click on the background to make it appear.
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