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Hash, Inc. - Animation:Master

Mike Hart

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Posts posted by Mike Hart

  1. Great work William. I think the Swino should have his mouth open, in anticipation of a tasty snack. Also, Swino isn't looking directly at the snack as he approaches. He seems to be looking offscreen, a little. If he turned his head as he snapped at the guy, just before being snapped back by the leash, it would be more threatening.

    I also agree with most of the other comments, as well. This is going to be very nice when you're finished. The client should be pleased.

    Mike Hart

  2. This is very nice. I like the flat shading against the volumetric shading. The characters are all well modeled and animated. They all have appeal and the lip-sync works well. The staging is clear and easily followed. My only problem is that I couldn't understand the last line of dialogue (punchline?) All I got was, "see I yold ya I....."

    Good work.

    Mike Hart

  3. If you can't do that in the project properties panel, you may need to open the project file in a text editor, like notepad, and change the "FPS =30" line to "FPS-15". It's at the top of the file and easily changed.

    Always try this on a copy of the file. Good luck,

    Mike Hart

  4. QUOTE ( @ Sep 24 2003, 10:58 AM)
    Ooh. I like that approach better--depending on the model, that would result<br />in a much less distorted texture, right?

    Well, that depends on the uniformity of the mesh, actually. If some of the patches are very large and others very small, you might have some areas that become stretched and/or compressed. On-the-other-hand, if all the patches are relatively the same size, you shouldn't get distortion. On a hat, you should be able to make all the patches within a size range that will allow it to work. If not, you can always create a 2nd named group for the brim, for instance, and scale the image sixe to whatever you need to make it look right.

     

    FYI - You can also add more images for bumps, color, diffuse, etc.

     

    Mike Hart

  5. You could apply a tileable weave image as a "patch-image". There are a number of resources including, the Hash CD for that. After importing the image into your project, select and name a group of CPs for the hat. Select the group, right-click and select "Add Image" & then select the image you want to apply, from the list.

    Afterward, you may have to rotate some of the images in some of the patches, for the tiling to work correctly. Use the Patch tool to select the patch(s) and then hit <ctrl-R> to rotate the image.

    You can do a lot with this simple and direct method of texturing and it's less memory intensive than a material. IMHO.

     

    Mike Hart

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