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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. So tell us more about how this is done! It has a more keyframed look than motion capture.
  2. 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)
  3. 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.
  4. 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.
  5. 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
  6. Hey, that's a cute turkey! And he toonlines well, too. The bulge in his ankles looks odd. Is that an authentic turkey detail?
  7. Looks good! One thing you might try is increasing the stereo separation distance in the render properties for a greater depth effect.
  8. Looks fab! Eager to see what comes out!
  9. Cute stuff! I like the floppy arms. He doesn't seem to be in sync with the DJ though...
  10. 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
  11. 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.
  12. 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
  13. Once upona time there was a forum devoted to stereoscopicry Stereo Forum You can make stereoscopic images with A:M
  14. Cool Looking Robots!
  15. 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.
  16. Congratulations! That's doing quite well. We'll expect top see a frog animation some day. Onward and upward!
  17. 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.
  18. 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.
  19. Wonderful effect. For some reason that says "Mother's Day" to me.
  20. 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.
  21. lighting, textures, shapes, animation. Those are all decisions you make. If you copy other peoples' looks, you will get work that looks like theirs. If you don't, you won't. It's up to you to be unique. not your graphics card or your program. Really, it seems everyone has answered as best they can on a forum. At this point you need to make the plunge to know more.
  22. many animation situations are so specific that pre-existing actions won't do; everything is just animated directly in the chor. However, "second chor actions" can help in modifying premade actions. How to add any animation after any action
  23. It's not that they couldn't, but given the large number of vertices in a polygonal model, manually selecting them and assigning individual weights would be impractical. I suspect weight maps are the only reasonable solution to refine weighting beyond general bone fall-offs. Even in A:M, individual weighting is tedious.
  24. That's a wonderful looking character! Some sort of mad-scientist-time-travel-shrinking-wormhole story seems to be in the works. I have one thought about the glassware... try using a different material on the inside surface of the glass. the gradient on the inside is making it look another layer of glass rather than glass with thickness.
  25. How about put it on Youtube instead? (you'll get more views, too)
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