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glenn

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Posts 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. 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

  3. 2 cents (pence?) worth:

     

    Tighten it up by about 30% until the ball falls, leave the timing intact after that. Morph looks like he's moving in slo mo.

     

    I concur, I thought there was something not quite right with that bit, just couldn't put my finger on it.

     

    Ta Glenn

  4. Thanks Nancy

     

    I'm glad you got the joke, I was a bit worried it was to subtle.

     

    You could "purty up" the setting some. Or add some other elements to the scene? maybe?

     

    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

  5. Great model. You've obviously got some 3D background. Have you splined before?

     

    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.

     

     

    To get a more realistic paint finish you will need to add a skydome, or a blurred reflection map, so that there is something to reflect

     

    Hi Paul

    I know skydomes but not blurred reflection maps, are they the same as enviroment maps.

     

    Ta Glenn

  6. 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

    post-5862-1234226828_thumb.jpg

    post-5862-1234226847_thumb.jpg

    post-5862-1234226916_thumb.jpg

    post-5862-1234226982_thumb.jpg

  7. Nice detail and economical splining. :)

     

    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

  8. 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

    post-5862-1234056758_thumb.jpg

    post-5862-1234056784_thumb.jpg

    post-5862-1234056798_thumb.jpg

  9. My one suggestion would be to bevel the edges of the 90° corners. There's a few shapes that look like they have bare corners

     

    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

  10. 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

    post-5862-1234024834_thumb.jpg

    post-5862-1234024905_thumb.jpg

  11. Good story ,never heard it before .but halloween is a prety recent thing in the UK

     

    Halloween has been celebrated in the UK for thousands of years since Celtic times, the recent bits are the pumkin lanterns and the "trick or treat". I remember making lanterens out of turnip when I was young.

     

    Here is alink to an interesting site on Halloween.

     

    http://www.history.com/minisite.do?content...mp;mini_id=1076

  12. How do I parent them

     

     

    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.

  13. Wait do need the Body made to do this.

     

    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

  14. I've been doing this for awhile now and still not quite understanding this. Example: you start a character walking in a chor in skeletal mode - walk him forward 10 steps - it leaves the model bone where you started. It seems the only way to turn the character is to be in choreograph mode. But then when you use that to turn the character it turn him from the original position and moves him way away from where he was at - having to then go frame by frame and replace him. What am I doing wrong?? Hopefully I am making sense what I am saying. I may have posted this a year ago or so, but I couldn't find it. Thanks for any help.

     

    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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