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

thumperness

Craftsman/Mentor
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Everything posted by thumperness

  1. Attached are the pictures of six different discs I have acquired over the years. I did not know if anyone wanted them for posterity, if nothing else. Each is kind of a snapshot-in-time and a walk-down-memory-lane, depending on how long you have been around. I am not asking much, if anything beyond shipping. They should not be above $7 to ship if you are in the U.S. If there is any interest, email me at fdputhuff@gmail.com Thumper
  2. Finally finished with school. So now I can get back to my real show. I am working on getting a bunch of still images turned into a video. The version of FCPX that I am using is: The directions I am using are: In your FCPX preferences/settings, change the default still frame duration to 1 frame. Import all of your still image files into FCPX. Create a new project and drag all of your still images into the timeline. ‘Select All’ so that every image in the timeline is selected. Right click and select ‘Make Compound Clip’. Use your new compound clip as a video file in any regular project. Line 1 makes sense until you look at my preferences box: Still image Duration is set in seconds not frames. So I divided 1 second by 30 and got .03. I put that in and it still set each still image to about 15 frames. No bueno. Is there a way to either directly set the duration to frames, or set the units of time to frames? What am I missing Thanx for the help. Thumperness (David)
  3. See Attached Just to make sure I'm still moving forward. Now I'm working on it's actions.
  4. I am sitting in a Maya class (No fights intended, just part of my degree) For texture mapping, you take the model, cut it into parts, make a seam, and unfold it flat so you can add the texture. What is the equivalent in A:M? Do we have a way of flattening?
  5. OK...I have added a parent bone to the Bow and I can now move it fine in the action window. Next comes the Box/Machine. Then, I play with constraints as one of the arms on the 'box' is going to have like a hydraulic piston motion. Hurricane vacation is over now. So back to work and school for me. I may slow down on this some, but I will get it done.
  6. Very likely, the bow will be shooting a second arrow while the 1st arrow is still in the air. It will all depend on the timing. Right now I'm guessing the fire > reload > fire will take approx. 30 frames or less. While the lofting arc path of the arrow may take up to 90 frames.
  7. OK...To make sure I understand...I need to add a 'parent' bone to each model. Then in either the model or action window, if I select the parent bone and hold down CTRL, I can then move the model w/ it's bones. I'll play with that.
  8. They just go right through and 'disappear'. There will be an effect that takes place on the target though.
  9. I still can't figure out how to reposition models in the Action Window. Also, are actions only used on models in the chor?
  10. I get it. I work in IT at Boeing SC.
  11. Just on a High Level, I wanted to make sure I knew what I am supposed to do in each window so I'm not trying the wrong thing in the wrong place. I only have 3 actions, that I can think of, in my current short but they involve what are now 3 different models. Mdl Window: Place the CPs and Patches (Make the model) Bones Coloring? Materials? Act Window: Make repeatable actions Chor Window: Place Models Lights Cameras Add Sound Effects? Make non-repeated / non-cyclical movements I have a mechanical contraption (model 1) that is firing a Bow (model 2). The arrow(s) (Model 3) will follow a path to wherever I aim the path at that time. Actions: Preparing to fire Fire and reload Finish and put the bow in its holder Flight of the arrow to target? I will probably need to do some kind of 'fire-and-forget' thing where I can fire an arrow on a path, have the machine reload and fire at a new target before the 1st arrow makes it to its target. So I'm guessing the flight of the arrow will be it's own action that begins by orientating to the arrow that is being fired. (Clear as mud?) I guess I'm just rambling now hoping something will stick...
  12. Is adding an Action Object different that importing a model into the action?
  13. What tam I missing? I am trying to make the bow and the box part of the same model? But when I try to move and place the bow/string, the bones do not move w/ the bow. Why? My theory is: to make the box and bow as one model. Make a couple of actions that I can drop on the model once it's in the chor Once I have the model in the chor, will the action 'work' regardless of the orientation of the models? Bow Music3.prj
  14. Can you put more than one model in an action?
  15. This is Great!!! Now to ask for more. How about commands that use the mouse? Like attaching CPs to one another. (ie Shift-Left Click while in this command)
  16. So I tried this. I can get 2 mdl in an action, but I can't figure out how to physically place them where I want. Translate, rotate, etc... Am I supposed to do this in Action or Chor.? I'd like to have the bow with the box, in an action, so I can see how far to move the box's arms and whatnot. Bow Music2.prj
  17. Thank you Rob.....again quite cogent and to the point. Luv it.
  18. OK...So the differences I see are: You boned the model different than I did The way you boned the String...Is that what you meant by translation bone? I'm assuming you embedded everything. Is the fact that you embedded everything why the string now peaks? If not, what did you do to make the string peak? (Is there somewhere I can look and tell which CPs are peaked or not?) Besides being able to go back to previous revisions, What are the pros and cons of embedding everything? Can you talk a little about the theory of embedding and when to and not to do it?
  19. So I remade the bow so it is symmetrical. (Played with the copy/flip/attach) Reboned and am pretty happy with it except for one thing. So far... In the Action and the Chor., I can get all parts of the string to Peak. (No bendies) It is kind of intermittent though. When I close A:M and reopen the project, most of the sting does not peak anymore. When I rendered, it didn't peak most of the string. why? Music Bows.zip
  20. It appears to work exactly like mine? Not sure what the difference was supposed to look like
  21. Has anyone created a keyboard shortcut .pdf for new users? With things like what to press and click to attach CPs to each other How to connect bones etc...
  22. Understood. The issue I am having is: As the 'Bow String' Bone is being rotated, the CPs, that are in the middle of the string, want to rotate up with the bone instead of coming straight back. So I am playing a balancing game of bending the bow and moving the string back. (Make sense?) I'll play with it as is and see if I can get a better result. Good thing is that I only have to do it once. Thanx
  23. So...I've animated the bow. (It's in the TestVideo folder) It looks like I am not pulling the middle of the string. When you look at the model, it is 6 foot tall and the bend in the string is at 3 foot. (Seems to be the middle to me if my common core is correct) Is it an optical illusion, or am I not seeing something correctly? Music Bows.zip
  24. Remade the string so that it would render. Now to bone. (That sounds odd)
  25. Is there a way to add control points to an existing group?
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