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. You can get some interesting results that way, but hair leaves are more controllable.
  2. The only way I know of is to go into Shaded/Wireframe mode.
  3. If you can figure out the UV wrapping/Unwrapping, then xNormal will generate AO maps for your model. I believe you would apply them in AM as Diffuse maps. xNormal imports .X models. http://www.xnormal.net/1.aspx
  4. It is actually pretty easy to add little differences like color and minor mesh expanding/contracting in poses. Then you don't have to manage ... a whole barrel of monkeys.
  5. Are you talking about the grid? You can turn off the grid in tools > options > modeling (check the box by "Display Grid").
  6. Awwww ... they look too cute to be evil monkeys
  7. Select the parent bone and hit the Translate Manipulator button, then use the manipulator to move the the parent and all its children around. Use the Rotate Manipulator to rotate them. Use the Scale Manipulator to scale them. For your particular character, since it is pretty simple, you may be better served by learning how to build your own simple rig. Give it a try. Once you are familiar with the basics of building your own simple rig, installing some of the other rigs will be a little easier to understand. Robcat has a couple of video tuts to get you started: http://www.hash.com/forums/index.php?s=&am...st&p=206902 http://www.hash.com/forums/index.php?s=&am...st&p=306495 And here is one on using the various constraints: http://www.hash.com/forums/index.php?s=&am...st&p=249019
  8. I've never seen a sexy, voluptuous, naked bird woman before. You might start a whole new paradigm. It's good to see the land of Zandoria is still alive.
  9. First, make a copy of your original model, so you can go back to it if you need to. Then try reducing by 1/2 (more or less) and see if that helps. Make a copy of that model too. Then reduce further. See how far you can reduce the splines while still keeping the necessary form. Once you can model effectively with the minimum number of splines possible, it is easier to add density while keeping a smooth mesh. I don't know why that is ... it just worked out that way for me. The settings for adjusting the Control Point Bias for each CP are found in the Model's Properties panel, under "Bias". You can drag the mouse horizontally over "Alpha" or "Gamma" to increase or decrease the values. Alternatively, you can click on the "Show Bias Handles" button up in the main toolbar to show a pair of handles for whichever CP is selected. Then you can drag the handles around to change Magnitude/Alpha/Gamma.
  10. I guess Germany has something against Queen and John Mayer?
  11. Is this a new feature I've missed? How are you "auto-mapping" UVs?
  12. I don't know. I've never had that problem, so I can't guess what the issue is. I'm still on XP, so maybe it is some kind of Vista specific thing?
  13. One thing is that there are 2x or 3x more vertical splines in the legs and body than you need. And there are far too many splines in the front of the body, throat and lower lips. The more splines you have, the more careful you have to be about tweaking the CPs to form graceful curves. If you think about it a little, it makes sense why this is so. You may also want to check the biases (alpha and gamma) for the CPs in the problem area. You may be able to tweak either the alpha or gamma to smooth out some of the areas, but first, you should get rid of a bunch of those vertical splines. One thing you can do to accomplish that is to use hooks up near the hair to end some of those at the forehead and side of the head, instead of running those splines all the way down the body.
  14. When you install 15f, the installer give you a choice of what folder to install the program to. The default is "C:\Program Files\Hash Inc\V15.0\" but you can tell it to install in whatever folder you want. Make a new folder in your Program Files named "v15f" and install it there.
  15. Can't wait to see it populated with evil monkeys!
  16. Since all you want is a simple FK spine, you can just delete the Torso Translator and Head Translator, use the "Attach Bone" button to attach the head bone to the Torso bone and the Torso bone to the Lower Spine bone, and set the "Lock IK" property for the Head, and Torso bones (in the Model Properties) to ON. That should give you what you want. You don't really have to mess with adding an extra layer of control bones for the spine unless you just want to. There is only one relationship in the spine. It is in the Bones model > Show Lower Spine Relationships. The Lower Spine has a constraint to roll 50% like the Lower Hips bone and 50% like the Torso. As long as you are aware of that, you should be able to add whatever control structure you want to the spine without interfering with the existing constraints. I didn't use any expressions in the rig, so you don't have to worry about those.
  17. Here is something to try for animating Propeller speed. It worked on an action for stormy waves, but I'm not sure how well it will work for your use. If your scene isn't too complicated, you can set your propeller turn action's "Blend Mode" in the choreography to "Blend" instead of "Replace". Then animate the "Blend Percentage".
  18. Yes, that would be us, the users
  19. Nice atmosphere Largento. Do you have an actual dwelling now? Inquiring minds want to know!
  20. Please be nice to ... Steve ... He does this for free. He doesn't get paid to fix bugs. We really appreciate him
  21. Very nice Kimberly. This kind of short format is good for learning and practicing. It is not so overwhelming as a longer production. I hope to see many more of these!
  22. I didn't realize we have so many members over 100 years old!
  23. That reminds me of stories about how Thomas Edison used to work
  24. I forgot about that one Nancy. That's a nice trick.
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