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williamgaylord

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Posts posted by williamgaylord

  1. Yes, probably could reduce the number of splines in a number of places. I've seen some amazingly efficient splinage, especially in some of the semi-realistic models posted. Haven't done this before so I've got a lot to learn. I'm trying to work this so it will animate well, so any suggestions for improvement along those lines will be much appreciated. I have Jason Osipa's book "Stop Staring" which is a good reference in that respect.

     

    Look forward to trying out the Squetch rig, too.

  2. My "real" job has kept me from getting much done in A:M for some time now, but recently the situation has improved and I'm working more normal hours. I might even get back involved in TWO.

     

    This is something I did last year: Self Portrait Thread

     

    I still have some tweaks left and of course eyes instead of mere spheres...and teeth and gums and a tongue and throat and texturing and hair and rigging...and maybe even a body! :P

     

    Here is it's current state:

    BillyHead5_07a.jpg

    BillyHead5_07b.jpg

  3. Thanks to my wonderful accountant I have a large enough tax refund to afford the trip this year, so count me in. If I can find a train route, my wife will come along. Otherwise it will be just me. (She is absolutely terrified of flying, so that, unfortunately is not an option for her.)

     

    Bill Gaylord

  4. That is some amazingly good looking foliage! Especially if it was easy to set up. I would love to hear how you did it! Is it perhaps adaptable to animating the foliage growing (like a time-lapse movie)?

     

    My growing tree animations (here) have been collecting dust on the shelf since I had so much trouble getting the foliage to look natural and lush without causing rendering problems. Guess it might be time to dust the project off and try some of the new possibilities for foliage.

     

    This is the gist of what I was working on: Growing Tree Animation

     

    ...and one branch: Growing Branch Animation

     

    My full-blown tree took several hours to render just one frame: Tree

     

    Oh John, don't get me started with trees.
    Mark, I know you've been working on trees from way back! Thanks for your help in the past!

     

    Bill Gaylord

  5. I figure this is very likely built into Netrender, but has anybody done their own render job automation with the "Non-Netrender" version of A:M? I've been wondering if I could use something like a command line script to que up multiple rendering sessions.

     

    At this point I'm mainly curious whether it's possible. I've purchased a second copy of A:M specifically so I can have one machine (legitimately) rendering while I'm happily animating or modeling on another. I'm about to start building a new PC with a quad-core processor to do the heavy lifting part.

     

    I figure, if I have a number of shots worked out, it might make sense to que them up for rendering if there is a command line interface that I could script. That way I could keep the machine busy rendering non-stop overnight, for example, without me having to hover over it waiting to start up the next rendering job.

     

    Anybody know if this is possible in A:M?

     

    Thanks!

    Bill Gaylord

  6. OK, I tweaked the ear a bit more to improve it's shape. Pulled the recesses a bit deeper and so on. Then I made you an ear for Mr. Spott. Both will still need plenty of more tweaking of gamas, etc., plus some porcelain material to smooth them out a bit. You'll need to adjust them to suit your characters and your taste. Here they are for anybody who wants them:

     

    Ears

     

    A bit of (somewhat gruesome) trivia: Porcelain derives its name from the fact that it was made with pork bone ash mixed into the clay. The really gruesome part was scraping the rotting flesh from the large piles of bones collected from slaughter houses. icon8.gif

    KrokEar.jpg

    SpottEar.jpg

  7. I made more of a cartoon ear. The trick is to basically start with four splines looped into a "9" and then fill in the gaps. No ear hole, which really complicates things. Here are a couple of pictures to show the basic mesh. You can probably improve on this. Your Spott ears actually look good! And Krok's are pretty decent as is. I can post the ear model if you want it, but I can see you are quite able to make one.

    CartoonEarFront.jpg

    CartoonEarSide.jpg

  8. Spott on! (Sorry, couldn't resist...) But really, I think the Spott character is a great characature.

     

    I have "ears for the taking", by the way, but they are a bit too detailed for this kind of character: Ears

     

    Might at least give you some ideas. Some day I need to work out a simplified version for more stylized or cartoony characters.

     

    Anyway, this project of yours sounds very interesting and so far the characters are looking great.

  9. Maybe you could alter the construction of the model just a bit, such that the edges that visibly oclude objects behind them are not , for example, the actual edge of a box, but just the decal edge on a transparent form. So instead of the castle being build completely in a 3D form, just use a plane folded at the nearest corner of the outer castle wall and project a decal with only the brush strokes for that part of the painting. (You can use brush strokes for the mask in Photoshop even, but I would just paint on separate layers.) Inside that would be similar forms for the towers, etc. As long as your camera angle doesn't travel extremely far, this should keep the edges looking like nice bold brush strokes, with the 3D character as you move the camera.

     

    I'm not sure how to do this where the water and the land meet. The reflection itself would preserve the brush stroke edges, of course, but the sharp edge where the smooth water surface meets the land would stand out.

  10. The example references posted so far are good. Probably the best printed reference is Jason Osipa's "Stop Staring: Facial Modeling and Animation Done Right". It's not specific to A:M, but the principles apply very well. A very good investment if you are serious about character animation. The mesh design is very important in realistic facial animation.

     

    Bill Gaylord

     

    P.S.: Realistic ears are probably the hardest body parts to model (at least they are for me). I don't have an easy method worked out to model ears accurately, but I do have some example ears I have posted that anyone is free to use.

     

    Ears

  11. Jason Osipa's book is probably the best reference available for 3D facial animation. Wonderful reference!

     

    For photo references of facial expressions, my favorite so far is Mark Simon's "Facial Expressions--A Visual Reference for Artists." Has 50 models from children to elderly. Shows expressions from several angles, which is one of the things I like best about it. About 60 pictures per model. Great range of facial types as well as facial expressions. Published by Watson-Guptill.

     

    Bill Gaylord

  12. Great work on the nose! Looks like you've got it licked! (Accidental pun...Honest!) :D

     

    I've been studying my dog's eyes. The lower lid is fairly puffy and runs kind of straight across the eye at an angle from the tear duct up to the eyebrow. The upper lid is much less puffy and pulls up to follow the brow. The tear duct is actually fairly large on a dog's eye, extending out a ways along the snout. The lower lid connects at the bottom of the duct and doesn't move much up or down. The upper lid stretches the tear duct straight up along the side of the snout and eye as it raises, which is part of why the eye looks a bit triangular. Hope that helps.

     

    I can't say I've got four legged locamotion completely figured out yet, but I have noticed that in a walk the back and front leg movements are staggered so that three paws are on the ground at a time. One back paw and two front paws, then two back paws and one front paw. Almost like two bipeds, one following the other, but out of step just enough that only one foot out of four is off the ground at a time.

     

    Trots and gallops are much easier. Trot: depending on the animal, either two on one side, then two on the other side, or left rear leg and right front leg, then right rear leg and left front leg, two landing at the same time as it alternates. Gallop: rear legs push off in a leap; front legs land one slightly later than the other; then the rear legs catch up, again landing one slightly later than the other, close to the front legs; rinse and repeat. Also in the gallop one rear leg lands slightly forward (and later) of the other, then the same goes for the front legs.

     

    Great progress!

     

    Bill Gaylord

  13. Have to say you have a real talent for creating mechanical models. I'm really impressed by the scope and level of detail in these models. Fantastic work!

     

    Sometimes I'm amazed at how quickly you crank some of these things out, too, given the detail and precision you put into them.

     

    I can see why the author wanted to use your model.

     

    Bill Gaylord

  14. Whipped up a script in English. It's short and sweet (pun intended!). I need to translate it into French, since the dialog will be done in French with English subtitles. I studied French for six years long ago, but, I am embarrased to say, I never took the opportunity to speak it enough to become fluent. I sometimes say I've forgotten more French than I've every learned.

     

    I can read it aloud as a script for voice acting and my pronounciation is fairly good, but I'd be hard pressed to carry on a conversation.

     

    Therefor, I'm putting out a request that anyone who is a native French speaker help me translate the dialog into French. I want it to sound natural in French. Anybody out there interested? It's barely a page worth of dialog, so it won't be a daunting task. You'll definitely get full credit for the script translation.

     

    I can send the script to whoever volunteers.

     

    Thanks,

    Bill Gaylord

  15. Looking really good, especially the legs. The face has improved a lot. Here are a couple of pictures (not dalmations, though) that might help a bit with the face. Dogs jowls tend to drape over the lower jaw. They are usually "puffy" (rounded) near the nose and more lean (almost floppy) toward the corners of the mouth. When the mouth is closed the corners stick out a bit, as though the skin were folded (which it is actually). Usually a bit of an open loop at the back with the jowl sloping down toward the front. From the front the upper lip curves downward like a frown under the nose. Usually not much of a groove in the middle.

     

    The nostrils are open along the sides, too, so the nose sort of has two flaps draped over the nostrils instead of two roundish openings at the front. From the front the nostrils spiral a bit.

     

    Body tends to be more rounded at the chest and tapers at the waist, though you can't tell looking at my dog!

     

    The eyes are a bit tricky (I still don't quite have the hang of them) because of the way the eyelids appear. The lower lids sweep in a smooth arcs down from the corners of the eyes (they are usually very prominant). The upper lid pulls back in more of an angle than an arc...it stretches sort of straight up against the bony ridge on the side near the snout and an arc from the outer corners or the eye to the top of the "angle". Makes the eye opennings look somewhat triangular.

     

    All around great looking dog model! Good work!

     

    Bill Gaylord

    DogFaceFront01.gif

    DogFaceProfile01.jpg

  16. It occurs to me that I might be able to use composited renderings to get around the computational load of rendering the whole tree animation, along the lines of the techniques thread below:

     

    Compositing Particles

     

    I could even use the same branch or two, just relocate it and render it in different location of the tree! That might allow me to render the animation from a wide angle view relatively close to the tree.

     

    Worth a try! Just need to squeeze in some time to try it out...

     

    :rolleyes:

     

    Bill Gaylord

     

    Update: The most obvious flaw to this is how the branches and leaves in each layer of rendering cast and receive shadows among themselves. Not sure how to overcome this drawback.

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