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glenn

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Everything posted by glenn

  1. Hi guys Sorry I've been away from my computer for the the past month or so, and have just popped in to see what's happening. Can I just say I love what your doing with the sound track for my clip, Ive never got a clue what to do for sound on my animations therefore none of them have any sound on them. The work Jimd has put in certainly brings the whole clip alive. Astounding! with many thanks to Jimd and Robcat Glenn
  2. glenn

    Bus Stop wip

    Thanks for the update, now that I know he's facing the right direction, I can get on with completing the clip. Glenn
  3. glenn

    Bus Stop wip

    Hi Guys I was blocking out my entry for the Bus stop project last night, and I just wanted to to double check the bus is coming in from the right side. Glenn YourName_0000.mov
  4. Welcome Colin,

    Glenn

  5. Thanks robcat I had the cape looking a lot better in an ealier test, but sods law I lost the settings.... Oh well back to the drawing board.
  6. Great clouds, I tried them in a short scene its a bit basic, still needs a lot of work, but you get the effect I was after. Glenn. Windy_day.mov
  7. Fantastic! haven't stopped laughing yet. Glenn
  8. Hi Guys Thanks for the comments. There is no CP weighting done on the Knight model, as yet. I have had some real problems with the shoulder amrour and the chain mail skirt which I am still working on. Then maybe I'll get around to sorting the CP's, and adding face poses etc. Time is'nt always an easy thing to find. Incidentally, the Knight model has been in conception for about 30+ years, my younger brother first sketched him in the late 70's, and I didn't start to model him untill about 2002 shortly after I obtained my first copy of A:M. I think it is about time I got him finished. I was going to put the Knight model up as a WIP, but I think you would all get bored waiting for him to get finnished. Glenn
  9. Knight_Biker.mov Just a Quick update This a small test render of the bike, it's not perfect but you can get the jist of what I am trying to achive. Glenn
  10. I concur, I thought there was something not quite right with that bit, just couldn't put my finger on it. Ta Glenn
  11. Thanks Nancy I'm glad you got the joke, I was a bit worried it was to subtle. I maybe should add a nail brush to the scene, if your familiar with the Morph character from the 70's you'll know why. Morph appeared on U.K. television in a program called "Vision on", he was a fore runner to Walace and Gromit, and he had a pet nail brush! Glenn
  12. Hi Guy's This is my attempt at an entry for Pass the ball, but I think I've got a bit carried away (20 seconds worth). My question is, is it too long to be included, or, should I start the clip just before the ball enters the frame? Glenn PTB_Shadow.mov
  13. Excellent work, Cronos. Have you animated him yet? I for one, would really like to see a walk cycle. Glenn
  14. THanks Ken My back ground is pure A:M, It started with a free cd bundled with a Pyro video card, purchased with my first computer in 2000. I thought, What! All this on one cd, you can make movies and its free, must be a mistake, but it's wasn't. I've sent the next nine years learning A:M, I've hardly scratched the surface of the potential of this programme, but its be great fun. Still not made a movie yet, maybe this is the year to make a short. My next project, i think, is to complete the exercises in Toa:M, I have done some of them years ago. So I really should complete them and get the certificate. Hi Paul I know skydomes but not blurred reflection maps, are they the same as enviroment maps. Ta Glenn
  15. Ok, stand sorted. This is the latest version with colour and decals added, I'm not too happy with the colours they need abit of tweeking, and I think the lighting could be improved, the lighting at the moment is the standard chor lighting with minor adjustment. If anyone knows of a good tutorial on lighting please guide me in the right direction. Ta Glenn
  16. OOPS DISASTER! Forgot to model the stand, that's what I get for trying to do stuff at one in the morning. Never mind I'll sort it out in the morning. Glenn
  17. Thanks paul Sometimes I think theres to much detail, the patch count is very high, but thats ok as I don't think this model will ever be animated. its more of an experimental exercise for me, I had great fun using sweeper for the first time on a lot of the components. Glenn
  18. That's the engine in place. I should point out that these are separate models, that I have working on for the passed six months. I am now bringing all the models together to construct the bike. the next bit will be the wheels. Glenn
  19. Thanks Robcat Most of the components have got bevels on them and your right they don't stand out. I'm going to round them all and try to tweek thenm to make them more pronounced. As for the others the ones without bevels, well i'm going to put them down to modeling on lazy days(bad habit), they, may take longer to sort out. Glenn
  20. Hi All This a model I have been working on for the last wee while, it's going to be a Victory motorcycle. I have started to add some colour to the model and I'm in the process of making the metallic/pearl paint for the tank and rear fender. All crits welcome, this is the first time I've attached pictures to a topic to I apologoise in advance if they don't turn out right. Glenn
  21. If you left click(PC) on the bone you wish to be the child, you can drag the bone and drop it on the bone that is to be the parent. eg drag the jaw bone and drop it on the head bone. This should automaticaly make the jaw bone a child of the head bone. Glenn If this doesn't work please post a screen shot of the project workspace.
  22. Hi Have a look at this sreen shot and see if it helps Glenn
  23. Hi You don't always need a body for this to work. I'm now in from work and I'll try to post a screen shot of something Im working on. Glenn
  24. Have you made sure the jaw bone is a child of the head bone! A screen shot of the project may help. Glenn
  25. Eric I’m glad you raised this topic, this is something I have being puzzling over for a while now, as to what might be the right way to animate in the choreograph mode. The main method I use is to block out the action using the model bone, and then fill in the actions using the skeletal mode. The main reason for this is most of my characters have constraints on their feet that don’t allow you to move the feet below the level of the model bone i.e. if the character is jumping off a box I have to move the model bone down first. I hope this has been helpful, if you wish I could try to post an example later. (I can’t do it now, I’m at work at the moment.)
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