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Posts posted by robcat2075
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that looks real good.
I wonder how he'll bend when he's animated?
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Getting feedback is always a good idea (although good feedback is hard to come by sometimes).
But i think it's better to assign one animator per shot, and come-hell-or-high-water he/she finishes it, is responsible for it and has to live with it going up on the big screen.
Along the same line I'm quite unenthused about the pipeline I saw proposed where beginning animators did "rough" animation and and someone else finished it. I don't know if that notion is still in place but... one learns animation by finishing animation, not by having someone animate for him/her.
So, do your shot, get feedback, fix your shot, hey you missed a spot, fix it again, final it.
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Welcome to A:M!
I just bought a copy of AM and want to take a real photograph of a product and rotate and manipulate the image.
You want to take that flat photograph and somehow recapture all the depth that was lost when that flat photograph was taken.
That's a tall order, but that's what 3D modeling is all about.
If you only need to rotate the object a little bit, you could apply the photo as a decal onto some simple geometry that approximates the shape of the object.
If you want to fly all the way around the object and see parts that weren't even in the photo to begin with, you'll need to model the object more completely. You can use the photo as a reference; if its from a good angle you can even import it as a rotoscope to help you get the proportions right.
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If you could zip the project, including any actions and models, someone might be able to diagnose it
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Was it hurting the Real-time performance of the models?
Yes.
So, does this mean a proxy with a workable face is now possible?
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keyboard shorcut "r"I am going through the book trying to learn how to model and somethings are differnt than the book. I am on page 102 and i cannot find the Rotate Manipulator button.
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does anyone else have any suggestions in regards to getting the C/F/A
to function on the correct axis?
After you draw a bounding box around the splines you want to C/F/A... shift select a CP that is on the axis you want to flip over
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Wonderful looking models! Be sure to animate them wonderful too!
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Great looking stuff! That's the way to drop in and solicit help on a project!
I'll be curious to see what the motion of the face will be like since the texture suggests a wood carving.
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Well, that looks like a huge undertaking! I think you should be pleased. There were some very effective shots.
I'll admit I had trouble following the story, but I dont' know much about the Star Wars or Highlander mythologies so maybe that's why.
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Star Wars: Banking Clan
Looks good. Don't forget the ATM machine.
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Hey, that looks good.
Did you ever consider a brush like those car-duster things? Would save on water.
Try to hire a cleaning lady these days and the first thing they say is "I don't do rooftop solar panels."Cleaning the dust from such a massive solar farm proved to be difficult -
Sounds Good!
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updated knob with somewhat reformed splinage:
[attachmentid=17817]
much bias tweaking remains to make it smooth
Start a thread and post some wireframes. Someone will jump in with suggestions.I'm modelling a military helicopter with a bulbous targeting module on its nose. I can model the copter and the module separately... -
Simplest topology I could come up with
[attachmentid=17808]
If you don't need to get very close to the knob it could work
With more splines following the contours you could reduce the area of the 5 and 3-pointers and hide their smoothness problems.
model:
[attachmentid=17809]
edit: never mind, I see you found a solution
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I really like the musical note sprites.
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I didn't even know about this one. Is this in any way similar to the concept of baking a texture?
Anyway, I get unhandled exception eoor #001 when I try it.
Make a report of this to www.hash.com/reports
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It occurred to me tonight that Robert Schumann's "The Happy Farmer" has a snip-snip rhythm to it.
[attachmentid=17723]Midi file not by me. Drag it into WMP or QT Player.
Snip snip... Clip clip,
That's why the call me Ku-Klip
[attachmentid=17725]
Someone could probably take the concepts in the lyrics above and adapt them to Schumann's music.
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Nice work, be sweet to see him in a good pose with some nice lighting brandishing that lovely AK!
Well ok that is if you could put the bones on for me. You seee im not good at bone part i just model.
Better yet, you can do it yourself!
Exercise 13 in "The Art of A:M" shows you how.
there's even a video for it:
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Congratulations! That worked well.
I'd make the hops faster.
For some reason it always froze at 00:36 when I tried to play it.
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Just a quick note... I think you could keep the effect of the lean backwards by adjusting his posture to a more balanced pose. Then the viewer will be able to stay with intention to accent the character's delivery and not be distracted by his feet appearing to be glued to the floor.
[attachmentid=17681]
I'd agree with Nancy about the mirrored posing. Although people in real life do extremely symmetrical stuff rather often, it seems not work in animation. Not that what you have here is hideous; it's working pretty well. But i think a solution for a clip like this would be to put the character in a situation where he realistically can't move both arms in the same fashion. Like he's leaning on a table or carrying something (a briefcase?) in one arm.
But I wouldn't ditch what you have here. Polish it off and definitely join in on TWO when your circumstances settle down.
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A fine experiment! Yes, this is the sort of compound motion that doesn't lend itself to "actions". So pose-to-pose is the way to go.
One thing that kept grabbing my eye was the way the toes jitter. I'm guessing that this rig doesn't really have a good way to lift the heel while leaving the toe in place?
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-try changing your Options>Global tab>Realtime Driver setting
-try restarting
Copying and Pasting Keyframes
in New Users
Posted
Zip and post the prj with the non-working pastes and some one will probably look at it.
embed all the models before you save it. That's a property of the models, found in their property windows.