
oakchas
Craftsman/Mentor-
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Everything posted by oakchas
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Can't see it ... can't comment!
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Okay! now I really have reason to study him before boning mine... I like the "head" on Your Thomson... I need to round out the back of the head on mine a bit more.
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Thanks for rigging him Paul! I'll study your rig later.... right now, in order to "learn something about rigging" I have to start somewhere... might as well be from the TAO A:M tute on "Show some backbone" with the 2001 rig... Especially, since I used boneless Thom to start. Someday, I may move up to the Squetch rig... but, baby steps first...
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I raised his forehead a bit... is it enough.. maybe not... see the above mov. (it has been replaced) Mark, I agree with the hands... Though there won't be much interaction.. .perhaps carrying a briefcase, or moving an object or two on his desk.
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he's gonna "go through life in the world" Like everybody else... but something's gonna change him a bit. I don't want him to seem "brutish" so may "open him up" a bit by making his forehead a bit taller.
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DaVinci's ideally proportional man (Vitruvian) was used as a roto to modify Thom into a more current "generic man" (note the beer belly). I have yet to rig him, but will probably be using 2001 skeleton, as I don't need the complexity or options of the squetch rig. He will have no mouth, eyes, ears, hands, or feet, other than what you see here... I used a "pencil sketch" trial with bitmap plus to get his basic texture... My character needs no more... though I'd like to figure out how to disguise the seam down the middle of his torso. What I'd like to get is some feed back as to his general appearance, whether you can "relate" to him or not and general "feelings" about the character. ie. Does he seem like "everyman?" how do you "feel" about him.. ? is he odd in some way? he shouldn't stand out much... just everyman... untitled.mov please let me know.
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Marcos, I still want to know if you'll share the bug (VW Beetle) mesh... If even for a price... PM or email me.
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SimCloth V14 working quite well!!!
oakchas replied to John Bigboote's topic in Work In Progress / Sweatbox
Matt... Fantastic.... I love to see A:M beat anybody, but especially those Inbred Incans that got lost on the way home. Oh and congratulations to you... Oh, and very nice effect... Oh, and Kudos to HASH and programming team... Oh, and ... well... sigh! Very nice going back and looking at the sequence again... The "break-through" is not so severe as to make one think it was anything but very sheer cloth sticking to the monolithic text. -
Dex and lambrina are on the Extras DVD with the current upgrade... according to sir Rodney See Here, near bottom of page 3
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animated displacement with a decal
oakchas replied to johnl3d's topic in Work In Progress / Sweatbox
Just a sub forum? Heck I was thinking of naming a religion/science after his ideas... but there are so many... That's it! John's Theory Of Everything! John's TOE! works for me! -
Well, you didn't screw up your copy of A:M... That's on the CD There's a way to do a clean install... And here it is: I am not the author of that... i think it was Steve Sappington... but I have it in my notes always available on my desktop.
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animated displacement with a decal
oakchas replied to johnl3d's topic in Work In Progress / Sweatbox
John, You just earned a folder on my hard drive... I have to have some way to categorize all of your great idea testing! -
yo DC5 check the search function, Failing your ability to do that... http://www.hash.com/forums/index.php?showt...p;hl=export+dxf But there's a bit more to it than just exporting to DXF and shipping to somebody to make a model... there are folks around here who do that for a living... maybe one of them will respond.
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Robert, Thank you for taking the time to explain this so that all of us can understand how actions can be added to existing actions in a Chor! Very nice, I appreciate it!
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Thanks Robert! I'll try again... good to know about the mirrored bones not being in mirror positions... I guess I hadn't thought of that. Additionally, I didn't move the root bone until AFTER I had the first trouble. which was essentially the same Before and after moving the root.... At any rate, I'll "tear it apart" and start over.
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Okay, Stian... That's it! I've been reserving this. It is the highest compliment given (in other venues)... But I mean it here from the bottom of my heart. You Suk! Just in case something might get lost in translation: That means I am jealous, that means it is enviable work, that means I wish I could do that, that means I like it... Why, in short, I guess it means... You Suk!
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All filters are on, hips didn't move. I'm stumped for now... and gonna set it aside til monday. Here are the model and action files if you wanna look. bogus_walk.zip
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I tried moving him backward on frames 5 10 and 15 so it appeared more treadmill like and kept him on the same side of the Y axis line. I still get that wonky frame at 20?
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Building my own walk... I was able to do the excercise for TAO A:M with KK... even made him moon walk... But now, trying the excercise on a modified Thom.... I get this.. and I don't understand why. I refreshing myself with the TAO A:M excercise, and using it to reference the "how to" and getting this. Frames 0, 5, 10 and 15 are all okay... copy frame 0, paste mirrored in frame 20... Mod thom almost floating in mid air... and not mirrored from frame 0. Is it because I am past the Y axis "home"?
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Whoa! Man, this looks great. and I really like how well the bathroom scene combines reality and toon... FANTASTIC... Glad to see you back!
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What phatso said seems right, but I think for a different reason. When you pick up a ball from two points, if they are not on the axis, it would roll exactly as it did. That would put his hands too high on the ball, and he's lucky it didn't roll down his chest and crush his feet. With that kind of (apparent) weight, I wouldn't want to try a chest bounce. Charlie Mike's point about the decal is a goodun. I think you did a heavy job, man!
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don't know that squetch rig will work in 2004
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You know... for some reason, this statement alone out of all the above tips and pointers, it the one that made me think. Thinking is important. You (and everyone else who pointed this out, in different ways) are correct. While I want thom to walk in the figure eight in 3 seconds... he, like we mortals, cannot do it. I tried. It has to be a small figure eight for me to hope to do it in the alloted three seconds.. and it is difficult to do (smoothly). Doh! The aha moment. The only way that I can make him "amble" as I wish is for the figure eight to be a long enough path that at regular speed, Thom would more than complete it he did it at his usual pace cycle of 1:01.. So, if his regular pace cycle has him completing the fig eight before the end of the render... I can slow him down so that he just finishes at the end of the render.... but the reverse is not possible with any realism... Why didn't I "Get" this, sooner? Sheesh!
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Robert, Thanks for the tutorial... I was able to sneak a peek at it at home... with the speakers muted... so I'll give it a listen on Monday. Tony, I agree with leaving stride length on... Glad I could help clear something up.... just not my addled head!
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Robert, I donlt know if your mov is a tute or not... (as I can't view mov files here at work and I'll be working 12 hr days thru Sunday...) If not a tute, the project file would be useful.