sprockets 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 New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

ruscular

*A:M User*
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Everything posted by ruscular

  1. ruscular

    RigMesh

    I'm thinking if I can convert the FBX to OBJ file then I could convert that to MDL file thru wings3D, then into Hash! Crazy huh?
  2. ruscular

    RigMesh

    any cheap solution to converting the FBX file to a importable 3D object?
  3. Object and MDD file export from Hash also work inside Poser! I wouldn't dare import a poser model into Hash, but maybe that retopology feature will come in handy for that?
  4. ruscular

    Pendulum

    It's missing some blood particles from the head banging! the kids don't have DOT approve helmet
  5. http://amazonsoul.com/ I don't know if they made much, but they did a web comic format with flash bits of animation inside some of the 2D page layout. Keep some thing as still shot while animate the cool action clip. The economy of telling a story with a small crew working on it?
  6. Pardon if I understand correctly, but make a obj in Lightwave and then export it out to AM and then rig it and animate it, and then export it to Messiah?
  7. For the smoothest looking model I check normals and export with triangles and at 4 polygon per patch! I also imported it into Lightwave the mdd file and then resave it and reduce the mdd file. The mdd file export contain too much unneeded info. I did not resaved the obj file as that resulted a mess up mesh when imported back to Messiah renderer. I exported the mdd from choreography 4 poly per patch w/triangle and the model to OBJ file 4 poly per patch from AM: import mdd to lightwave and resave (not require but a preference) load the obj and resaved mdd to Messiah, and fix material setting and adjust subsurface scatter setting on skin and render final output
  8. The third one is missing Rod Sterling of the twilight zone! and the floating clock and the hypnotist circle swirly thing and the eye
  9. I thought about you! Because of the hair challenge. Messiah has hair particle and I am not sure yet on how to apply hair to a obj file once hair is applied afterward. Create a null to the point on the obj, and then apply a scalp mesh to the null?
  10. http://www.cyberdreamcreation.com/images/SLTestlowBK.mov Here a few thing I learn today! I can reposition the model to put it anywhere I want, even after applying the MDD file to the object inside Messiah. I was also able to resave the MDD file inside Messiah and a 7 second MDD file went from 800mb to 93mb. I was not able to move the character inside LightWave3d once the MDD file was applied. The only thing I had to do is re-assign the shader material to the model surface area.
  11. It work! I was able to import obj file into Messiah and the MDD file very well! Which means I should be able to add better hair. Also I prefer the rigging with smart skin for body dynamic and mouth in Hash.
  12. Have anyone tried it with Messiah3D animate? If not I'll get back on this weekend to get it tested with my new MDD plugin for both Messiah3D and Lightwave3D.
  13. If you buy the year subscription, just be warn that you may not be able to upgrade to the CD version over on top of the year subscription. Either get the year lease or CD but not both on the same version.
  14. I am dying to see the video demonstration of Retopology feature! When can we expect to see this?
  15. there ought to be a special gift for the longest bug found!
  16. I was looking at Anime Studio Pro to add background character. Things that doesn't need to be a 3D model. As someone point out that the main character will stand out if its render out to high detail. It will draw attention to the story of what is happening. Quiton Tarrentino even use toon animation in "Kill Bill" to tell the story of one of the character beginning.
  17. I got the girl, Victoria AM version! Called "SaRenna Lee"!!!
  18. http://vimeo.com/14478793 Some great animation of political character using real voices of the public figures into the animation.
  19. To AO or not to AO that is the question, Tis nobler to....blah blah Blah....
  20. You could post your model, and have us take a look at your setup, but I am seeing that the bone is not a child of the other bone, like it should be attach. The bone looks quite a bit offset from each other. Could be easy to fix in the model window.
  21. cool, another Wii fitness game! making those avatar for the extra large people?
  22. Okay, looks much better! The hands swinging upward across the chest timing is just about 1-2 frame behind. I would just grab the key frame of the hands and arm and slide it ahead by 1-2 frame. and should be almost perfect!
  23. I love the black girl booty walk! Is that a tribute for the our south American friend? I think Brazilian girls are notorious for the booty walk! I love that street dancing they do in the city, with the Mardi Gras celebration? I don't know what they call it but seen video of them moving their booty extremely fast, like Flamenco? I wish I understood Spanish, but looks like they have stiff competition for that sort of thing. The breast jiggle is very easy! Use to be very hard, not anymore! The reason Breast bone 1 is angle downward is to consider the angle of hang, so when she bounce, the breast will go upward and outward, not just upward. I see so many breast bounce animation lose volume when the bone are straight horizontally. also why the bone are all the way to the spine instead of just at the breast, so you don't lose volumes of the breast during a bounce. BTW This is how I won this client, as she was looking for the most realistic bounce among animator. The HASH AM won again! The hard part is assigning the cps to evenly go from bone 2 to Bone1 to spine bone.
  24. I took some time off as well! I love your new blog, and I sign up on your twitter! I spent about 2 week re-learning how to rig, funny how much I have forgotten. Plus new plug-ins sort of revamp my process. I think Hash AM is still kicking and still going strong. Have you been thru the face rigging and the setup the community are using? I was thinking of going to toon, but CPU these days are stronger, and I actually push for more realism, and heavier mesh. When I have something I'll show you what I have been doing. BTW I been out of it for so long, is showing realistic naked female animation allowed in here? or is it frown upon? Do we have an adult only forum?
  25. The front part needs more work! it looks as if she is doing a front kick before she lands her feet on the ground. Think of soft circular path in order to make contact with the ground. where the feet go the rest will follow, so draw a wide oval circle path with the feet, instead of a swinging pendulum path. So that the feet look like they are free fallin softly to the ground instead of slapping the ground. I have done hundred of running and walking cycles and each time I do them they keep looking better, and thus I would say each time you do them, they are better than the last time. I think it applies to everyone, but a running and walk cycle is basically the main test for an animator. You'll have to spend the time to put in your hours of making many of them. So keep at em!
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