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. 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
  2. That was amusing!
  3. 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.
  4. 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.
  5. Hey, that turned out well! So you're dad plays the congas? That is cool!
  6. I love Invader Zim! Most of it anyway.
  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. I could, yes. show the example
  13. That's not supposed to be true anymore. Can you show examples of this?
  14. 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.
  15. 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.)
  16. 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.
  17. I tried looking at the mov but it's in an Indeo codec that doesn't seem to be available for QT7
  18. try resetting go to Help>Reset settings This will set everything back to defaults.
  19. 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.
  20. 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
  21. 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!
  22. 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.
  23. "The Art of A:M" booklet that comes with your CD has tutorials on modeling and using rotoscopes as guides. but those are pretty small pics. you'd want something larger and more detailed.
  24. Yeah, there's some good shots there. I agree about re-ordering it and maybe eliminating some shots that are showing the same sort of motion that has been shown in others. They always say shorter is better in demoreels. Pick out your best 40 seconds and see what sort of a reel that is.
  25. it's been squeezed off the screen go to Tools>Customize>Cool Look oFF [attachmentid=17381] then drag all the tool buttons to the left to eliminate the unused spaces [attachmentid=17382]
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