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. HomeSlice

    2001 Rig

    That was a nice thing to do Mark. ... not that everything else you do around here isn't also nice
  2. Probably. You should do it on a copy of the model.
  3. The only other thing I can think of is to start breaking splines and re-attaching them. Maybe one got routed a funny way or maybe duplicate splines were created at some point.
  4. Once again. Amazing attention to detail. How long do you get for lunch anyway?
  5. If you only have ~600MB of RAM now, then I'm pretty sure you will notice faster renders in complex models as well as a snappier Operating System in general.
  6. To edit a Choreography Path, select the path and enter {Model Mode}. Then edit the Path in the chor.
  7. That's an interesting option Nancy. I put it on my LiteRig TODO list for whenever I have time to play with the LiteRig again. You also highlighted one of the nice things about the LiteRig. It is relatively easy to customize it without breaking things. LiteRig is supposed to be a "bare bones" rig, meaning that that there isn't meant to be a lot of fancy automation in the default install, though it is relatively easy to add that functionality yourself. However, the simple modification you propose sounds like a great modification to the default installation.
  8. A better graphics card won't speed up rendering at this time. Maybe one day we will be able to use the graphics card to help with some aspects of rendering, but that probably won't be for a few years. A better graphics card will help speed up your real-time views though. More RAM can help speed up rendering if you have many image textures and a lot of models and stuff in a scene. Anything that cannot be stored in memory gets written to (and read from) virtual memory which is the hard drive. This is much much slower than reading/writing to/from RAM.
  9. 50%: select the spline and hit [Y]. 75%: select the spline on the far side of the center CP and hit [Y]. 25%: select the spline on the near side of the center CP and hit [Y]
  10. It is an old image file format, Windows only I believe.
  11. It took me awhile to get the connection between the gingermen getting their heads bitten off and Santa eating the cookies ... but I may just be slow
  12. That's funny Nancy. Nine cans, huh? Is Rita, perchance, one of your alter-egos?
  13. The reflective window might be a good place to use Yves Reflective Render Shader (HDRI Mapping). http://www.hash.com/forums/index.php?showt...hl=HDRI+Mapping Be sure to download Dusan's project file for generating a spherical map of your set. It is pretty cool. http://www.hash.com/forums/index.php?s=&am...st&p=295544
  14. The spherical constraint is confusing and hard to understand. I don't know of anyone who uses them anymore. In almost all cases, you can use a Euler Constraint instead. Euler Constraints are much easier to wrap your head around. As mtpeak2 said, make a new Action or Pose (I would recommend an ON/OFF Pose for constraints). Assign your constraints in the Pose. Make sure you do not have any bone movement,rotation or scale channels in the pose. Then, in the Model's |User Properties| (not the pose slider window), turn the Pose ON. This will set the pose's default state to ON so you do not have to turn it ON every time you want to animate with it in a new chor or action.
  15. That looks really nice. Is that a shaded/wireframe render? If it is, the rock's mesh looks very dense. Do you have some special plans for the rock? Why did you make it so dense? How did you get such nice alpha channels for the trees? Or did you render hair-tree models in AM with an alpha channel?
  16. Just follow agep's instructions. Set the Action to "Repeat" however many times necessary for the length of your chor.
  17. My goal for the Face Weighting tutorial was for it to be a helpful guide for weighting with any kind of rig. As you discovered, all those extra steps aren't really necessary with the LiteFace. But if you use another rig, there are Zillions of bones, and finding the one you want in the CP Weights Bone Combo Box is not easy. In fact, it can be downright frustrating. So I figured it would be useful to more people if I described a workflow that would make weighting with a much more complex rig less suicide inducing. However, if you have discovered some way to streamline the process, please outline them and I will see abut incorporating them in an update to the tutorial.
  18. Wow Nancy, you have been studying the example model. Dang girl, for someone who tries to make everyone think you have a feeble mind, you are quite erudite! The reason I didn't include specific CP weight info in the Face Weighting tutorial is that they vary *wildly* from mesh to mesh. Even when I re-weight the same mesh, they seem to change. CP weighting is about as inexact as you can get, from my experience. So I thought it would be more helpful to focus more on the process, and on the *how*, than on trying to come up with weights that would work for all (or even a few) face meshes. However, since you are so graciously offering the Photoshop file for the lip weights in the example model, I will add it to the tutorial if you send me the file. Either post it here or email it to me.
  19. OK Nancy, I uploaded an example face to the first post on the "LiteFace" thread. The file is named "Example_Face_2009_11_11.zip" http://www.hash.com/forums/index.php?s=&am...st&p=292566 I didn't do any smartskinning, so the eyelids sometimes intersect the eyeballs. I also uploaded a small update to the rig, but you should not need it.
  20. For the tongue, try moving the *Start* of the Tongue Base bone up and back a little bit. That should help it move more in alignment with the jaw.
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