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

HomeSlice

Film
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Everything posted by HomeSlice

  1. Also make sure you have a defined a Frame range or more than 3 frames.
  2. You and liveimpact may be having different issues. In your case, make sure you actually have an alpha channel in your image knocking out the areas you want to be transparent. I've had the best luck with tga images, but 32bit png images work for me too. It sounds like liveimpact has proper alpha channels in his images, but there may be a bug which renders black triangles when certain patches intersect. But we can make a better diagnosis with 1) an image showing the problem and 2) a *very simple* project file (with all models, images etc included in the zipped file) which consistently displays the problem.
  3. It looks like you have a Kinematic Constraint on the lower leg bone (with the foot bone as the target). If that is the case, then you must move the foot bone in order to bend the leg.
  4. HomeSlice

    Cicak

    Awesome, we are going to have another cloth expert soon. Please remember to record for posterity anything new you learn along the way. Cloth is still not understood very well by me and, I assume, many others.
  5. In order to answer that, you must decide what you want your rig to do. For example, if you want to be able to switch between IK and FK legs, you should put all those constraints in a separate relationship so you can switch that pose on or off without affecting the rest of the rig. If you want to be able to switch between Ik and FK arms for *each arm*, then you must have a separate pose/relationship for each arm. The more granular control you want over your rig, the more individual relationships you will have. Constraints which will always be active can all be placed in the same relationship, but eventually you will develop your own way of organizing sets of constraints to help you troubleshoot issues and stuff. Just jump in, rig a dozen characters, and discover your own preferred way.
  6. As dblhelix said, you can select a single CP and Birdseye view will rotate around that CP. You can also select a group of CPs, or just drag-select a bunch of CPs in the Modeling window, and Birdseye view will rotate around the pivot of that group.
  7. Congratulations Luuk! You made it through another year
  8. Dude that's awesome. For a few minutes I thought it was a photo of a laser etched glass cube.
  9. If I am understanding you correctly, there is. Follow Robcat's advice. Go into Bones mode and move the big black Model Bone wherever you want the camera to rotate around. Just drag the Model Bone with your mouse. Don't use the translate manipulator. If you use the Translate Manipulator to move it, the whole bone hierarchy will move too, which is not what you want in this case. You really only need to move the *base* of the Model Bone. The position of the tip of the bone doesn't matter. You can also just enter the XYZ coordinates of the Model Bone's "Start" position in the Property panel. Like Robert said, make sure you move the Model Bone back into its original location when you are ready to start working with the model in a Pose, Action or Chor.
  10. Open the Pose, Action or Chor in which you added the constraint. Then click on the bone on which the constraint was added. Look in the PWS, the bone should be highlighted. Click on the little triangle beside the bone's name to show the constraint (if there is one). Click on the constraint to select it. Hit the [Delete] key to delete it.
  11. Hit the "Show Manipulator Properties" button in the top toolbar. Then select a CP. You should then be able to enter specific XYZ coordinates in the onscreen widget. When I have to realign mirrored CPs and "Snap to Mirrored Points" doesn't work, do this: (Assuming the CPs are mirrored *across* the Y axis) Select both CPs. For Scale, enter 0 for scale Y and scale Z. Make sure you have a marker at 0 donw the center of your model. Use the arrow keys to nudge the yellow selection rectangle right or left until the center of the selection box is at 0. You can see how close to 0 you are by looking at the X Pivot property in the Properties panel. In v16, whenever you nudge the selection box, you have to click once inside it in order to update the value in the Pivot property. If in Tools > Options > Modeling, you have "Mirror Mode Tolerance" set to .02cm, then the pivot can be anywhere from -.02cm - .02cm along the X axis. Then, if you want to do an addition step (not always necessary), right-click on one of the CPs, so only one is selected, and choose "Snap to Mirrored".
  12. It is called SimCloth. Here is a tutorial http://www.hash.com/forums/index.php?showtopic=29731
  13. Way to go Tore. Congratulations!
  14. Here is a good tut on modeling a face: http://www.colins-loft.net/CoopFace.html Here is a good tut on texturing a face (with decals). http://members.cox.net/jtalbotski/tutes.html And here is the same texturing tut as a video tut http://www.hash.com/forums/index.php?showt...albot++tutorial
  15. It looks like that pic uses sprites with a couple of different explosion image sequences. Find some animations of a couple different kinds of explosions and apply them to a couple of Sprite emitters. You will have to make alpha channels for the animations if they don't already have them. From what little experience I have had with explosions, the quality of my results depends on the quality of the explosion animations I apply to the sprites.
  16. I love the ship bobbing on the ocean. It reminds me of a bathtub toy, which seems consistent with Flem's operation
  17. Glad to see you are still plugging away at this Mark. I think the Wannabe Pirates is a top notch production, writing, art, website etc. It all looks really good to me. I sure hope you get a break on of these days.
  18. That looks very good Matt! Did you hand-animate each of the orbulating yellow spheres?
  19. From what I can see, the only thing that might make your set less than photorealistic are materials and lighting. The geometry seems spot on. Both you and David Simmons are creating some fantastic urban themed sets and models that seem very similar in style.
  20. Ha! I love that stack of boxes on top of the "A". I kept waiting for them to fall, but they refused... I've heard Minecraft can be very addicting.
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