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

wedgeeguy

*A:M User*
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Everything posted by wedgeeguy

  1. Jason is a good guy. I'm glad that things are now straightened out.
  2. I appreciate anyone who takes the time to put a nice tutorial together like this. Thanks David! If I knew what I was doing I would try to contribute some tutorials myself but therein lies the problem ... I have no idea what I am doing at times. Thanks again ... Bruce(Wedgeeguy)
  3. That's fantastic Matt! The animation of George makes him look a little bit like a "fancy pants" ... not that there's anything wrong with that. The camera pull out of the dollar though is really impressive ... kudos! Bruce
  4. That's "purty" .... Although it gives me a headache thinking about wrangling all those details. Very nice job! Bruce (wedgeeguy)
  5. Hey Matt ... That looks really good ... the music works fine for me. Thanks Matt for taking the time to put everything together. Congratulations to all the "Pass-the-Ballerinians" that participated. Bruce
  6. Best pair of hands I have seen hands down ... well, one down and one up Bruce
  7. Another wonderful animation! Bruce
  8. I like all the different ways that people are showing the "pass the ball" theme. Nice job! Bruce
  9. Nice work! Is it cheaper to create stuff in 3d then it is to just film it? Maybe they also needed the models to dance and sing .. or drink themselves in a later commercial spot? I guess they had the models already and just decided to go the 3d route. Maybe it is cheaper then getting a studio together, lighting, camera guys ...ect. ect.? Anywho, it still looks good.
  10. Nancy I wish I had just 1/10th of you artistic talent. Everything seems so .. mesmerizing and colorful ... it's like a box of crayons on crack ... So cool to look at! Bruce
  11. Much thanks everyone! Yes I did have dynamics originally on the tail, snout, and ears but decided not to use them. I figured there was WAY TOO much going on and that people probably wouldn't notice (boy, was I wrong). Thanks again everyone for taking the time to comment and I am glad that it wasn't too odd ... Bruce
  12. Hello .... Here is my entry to the "Pass the Ball" thinga-ma-jig. It's a bit odd so you have been warned. Notice: No aardvarks were harmed in the making of this. All stunts were performed by professional stuntvarks of local Union 657. PTB_2009.mov If the movie doesn't load above (because I have no idea what I'm doing), you can also view it from my website: PTB_2009 Thanks ... Bruce (the wedgeeguy)
  13. I too like the opening with the bubbles! Thanks Matt for taking the time to put this thing together. I too have an entry that I will be posting/submitting very shortly ... although it will probably be considered a little "odd" ... but then again so am I. Bruce
  14. Thanks Luuk! Much appreciated! Now comes the hard part ... creating something.
  15. Well? ... I can't find it either. Would someone be SO kind to post again the specifications/guidelines of "Pass the Ball". Do we need to notify someone first if we are going to contribute? I saw the thread earlier but I forgot to copy down the details ... Doh! I contributed the last time we did it and I hope to be able to do it again this time. Any help is appreciated ... Bruce (Wedgeeguy)
  16. Thank you Nancy for your explanation of how the feathers were done ... Much appreciated!
  17. Hey Nancy ... I'm no Ornithologist but that is one cool bird! Curious about how you colored the feathers ... Is it all one hair material with the color/length controlled by a decal or are there more then one hair material applied for the different colors? Thanks! ... Bruce (Wedgeeguy)
  18. Satyajit has been helping with "Piper Penguin and his Fantastic Flying Machines" I believe. As well as Holmes and Mathew Krick. We are just finishing up this movie shortly and it will then be available on DVD. I will announce something when I know more. Perhaps then he can get back to working on his own projects. Wedgeeguy
  19. Looks really good! I'd say that monkey is ready for his banana ... umm? ... I mean ape. Wedgeeguy
  20. You can also change the realtime display of hair under the "Hair System" properties. I believe it defaults to "Quality -> Shaded" but you can also change that to "Quality -> Wireframe". That should help some. Also you can change the "Realtime" density from 100% to something lower. If you do not see the option to change the realtime properties of hair then you will need to do the following. (* Assuming you are running under Windows) - Start Animation Master - Press Control + P to bring up the Options window or from the menu bar "Tools -> Options" - Select the "Global Tab" - Make sure "Show Advanced Properties" and "Show Property Triangle" are both checked This should now allow you to see the properties listed above. Remember that these are for realtime and do not effect the hair with a final render. Hope that helps .... Wedgeeguy
  21. Hello ... Let me first apologize in my last attempt at helping. It seems that you CAN copy a block of keyframes to another point in time. So if you had keyframes on frame 0 .. and frame 5 ... and frame 10 .... select the area on the timeline from frames 0-10 ... cntrl-copy(keyboard method) or COPY from the menu option ... then move up to frame ... oh, let's say frame 20 ... now paste and it should now make three more keyframes at 20(same as frame 0) .... 25(same as frame 5).... and 30(same as frame 10). Looks like this will also work by selecting multiple bones or keyframes on muscle motion. I did have to fiddle with it a bit to figure it out but it is possible. The EDIT --> MOVE FRAMES is confusing. Really I only use it to move keyframes up or down using the OFFSET option. If wish to insert blank keyframes but don't want to grab a bounding box around everything then this is the easiest. Here is a simple example: Keyframes on frame 0 .... frame 5 ... frame 10 You want to insert 10 more keyframes between 0 and 5 Move to frame 0 in the timeline Select EDIT --> MOVE FRAMES Type 10 in the OFFSET Leave SCALE at 100 Make sure that SLIDE FRAMES THAT ARE ABOVE RANGE is checked otherwise you will overwrite keyframes. Press OK New keyframe positions: frame 0 ... frame 15(previously frame 5) ... frame 20(previously frame 10) But of course for something that simple you can just move the keyframes manually. But if you had 1000 frames and needed to insert more frames then it would be easier to do this then to try and grab a bounding box around 1000 frames. By using an OFFSET of a negative number you can move frames backwards but you must be careful to not to overwrite keyframes that you wish to keep. You can also use EDIT --> DELETE KEYFRAMES as well. It is easier then what I am explaining I am sure. Just fiddle with it and it will be come clear. Again my apologies for the confusing everyone and for any future confusion I may add with this explanation. Bruce
  22. Hi Ravager .... Caroline is correct. If you need to copy keyframes that occur all at the same point in the timeline then you can do the copy and paste. If you are referring to being able to copy ALL the keyframes from a range of time (ex. all the keyframes that occur from frame 1 to frame 10) then, as far as I know, you can't just copy and paste that block of keyframes somewhere else. I would agree that this would be a nice feature. You can also move keyframes through the EDIT --> MOVE FRAMES option. I would recommend playing around with this because it will be a bit confusing at first. Personally, if I need to insert keyframes at a point in time and don't want to grab a bounding box around all the keyframes I wish to move that occur to the right, I then use the OFFSET option(found when you select EDIT ---> MOVE FRAMES). Position yourself in the timeline where you wish to insert the frames and then set the OFFSET to a positive number that reflects the number of keyframes you wish to insert. Make sure that SLIDE FRAMES THAT ARE ABOVE is checked so it will also move all the keyframes to the right as well. To remove frames you can also enter a negative number into the OFFSET. Be careful though because it may remove keyframes that you wanted to keep. Also keep in mind that what keyframes that are effected is dependent on whether you have the KEY BONE, KEY BRANCH, or KEY MODEL selected. Hope that helps ... Bruce
  23. You are more them welcome to use this one. Nothing fancy but it might do the trick. Bruce Rose_01.mdl
  24. Hello ... I too have had this problem before (in version 12) but I can't remember what I did to fix it. I believe mine had something to do with group names. My problem was I had selected some splines/CPs ... grouped them with a name ... and then during a period of time deleted some of those splines/CP associated with that group name. I guess what I'm trying to say is to make sure that your group names actually still refer to the section and splines you want. If you have any group names that don't refer to anything then just delete that group name. I do recall that I also used the copy/flip/attach feature so it may also be linked to that. Hope that helps to solve your problem. Bruce
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