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

Gerry

Craftsman/Mentor
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Everything posted by Gerry

  1. Gerry

    "Escalated"

    Great work! Nice timing and good sight gags! That's some serious progress.
  2. If you go into your settings and look for "manage attachments" you can delete attached files.
  3. Hi and welcome! That sounds like a great project and ambitious but doable. As far as a "grid" I assume you're asking about the appropriate scale to create your characters at. I think it's fair to say that everyone has their own approach, and you will also find that when you later create materials to texture your characters, the importance of picking a good scale will come into play. Another consideration is that like most 3D apps, the zoom capability is essentially infinite. You can model a molecule that's 1/16" wide or 600 feet. It's more important that once you pick a scale, stick with it for the whole project! Just for simplicity, I generally stick to "realistic" scale, like 5-6 ft tall for a human character and so forth. So, sorry to say, there is no "right" answer! the most important thing is consistency across all the elements of your project from the outset.
  4. I always recommend the tablet because as an illustrator I took to it pretty naturally years ago, but it's not everyone's cup of tea. I do all my AM work with it, but use the mouse for surfing and other stuff, just to give my "drawing hand" a break. I can also alternate one with the other, tablet with my left hand, mouse with my right, and use whichever one is best for a particular bit. Robcat's comment is interesting because with the mouse I have to move my whole arm, but with the tablet it's pretty much just my wrist. On a tangentially related topic, when working at the computer you should have a chair with arm rests or you're doing some long-term damage to your back. It also makes a difference in how much work a tablet is to use.
  5. the quick and dirty way would be to just model the fin and stick it there. The mesh doesn't need to be continuous. It's nicer when it is, but not required.
  6. Very nice! Takes me back to my days doing slot machines. Try turning up the ambience on the glass signage and it'll look really real!
  7. this is looking absolutely great! Nice work, nice touches nice overall "look". I just hope you've learned your lesson and next year you'll start in June!
  8. Hey, that's fun! There's a lot of potential there, especially if you wanted to mix flat and 3D, you wouldn't need to composite, just do it all in AM.
  9. I just wanna know what her bikini bottom is covering!
  10. Hey I just ran across this tutorial for creating an mp3 player with vol control. Unfortunately it's in AS3.0, I don't know if it helps but look it over, maybe there's something you can use. http://blog.0tutor.com/post.aspx?id=202&am...-Actionscript-3
  11. Really great work, Eric. And if I haven't mentioned it before, your website design and functionality are really nice.
  12. The rule of thumb I always consider when planning resolution vs. file size is that dots (or pixels) become indistinguishable to the naked eye at 144 dpi/ppi (or so I've heard). So that's the bare minimum; above that it's a question of judgement and how much subtlety or richness an image needs.
  13. Lookin good! Will Santa say "Yo Ho Ho" at the end?
  14. This is a really interesting experiment and I can see where it would have its uses. Once you get the hang of doing it all in AM you'll see how flexible it can be. I've got this animation I did for a slot machine company on my website at http://www.mooneyart.com/three_d/movies/isdgames.mov where ALL the game screens and screen animations were in one humongous QuickTime mov, and for each machine I set the animation to play just those frames that that game needed. As it turned out it got a *little* complicated, and as I recall I had a good reason at the time for doing it that way (which I can't recall), but what was amazing to me was that is was possible at all!
  15. Well, animated decals in AM are a pretty straightforward (but not simple!) process that work best with either .mov's or tga's, but I've been bitten in the butt before when I forgot a step here or there. EDIT: another thing to realize ( I think this was stated above) is that once the decal image is placed, it should run by default frame-for-frame with the animation unless you specify otherwise. Say the decal starts at frame 200 of the choreography. You can set frame 1 at frame 200, and if you want it to be a still image for one second, set a second keyframe for frame 1 at frame 230, then jump to frame 12, or skip back and forth.
  16. Number's method isn't the most intuitive. (Sorry dude!) You should be able to follow some/all of the above advice and get results, but there are a lot of settings and stuff to be aware of. If I could suggest just uploading the QT mov and let me/us try applying it in some quicky prj. I'm game to try. QT files are extremely usable, but it can depend on how the QT file was created/compressed. I've only used TGA files in a very limited way for animated decals but they work well too. It can seem overwhelming importing hundreds of TGA's into a prj, but A:M can handle it.
  17. REally excellent but Paul had one good comment about hitting "nitwits" and "conducted" with stronger gestures. But on the other hand I understand why he crossed it all out. This is great work, very fluid and believable!
  18. Haven't looked at JohnL3d's tutes but yes, you can definitely animate a material. Create the .mat, apply and check the "Show More than Drivers" icon. You can set keyframes for pretty much any attribute of the material.
  19. After reading some of the above comments I went and watched it again, and stepped through frame by frame for some of it. I think all these points about penetration are really nonissues when it comes to animation, in fact you can cheat an awful lot in animation in general since the eye perceives it totally differently than still images. Most of the penetration in the coming-through-the-door scene, even viewed slowly, reads like the fur just being crushed. And even stepping through, most of it reads just fine. It really is a terrific piece of work!
  20. As stated above, render time can be affected by a lot of variables. If you want to take some time to experiment, save different versions of your prj and remove various settings and see what's affecting the render time. You might have something turned on (like Ambient Occlusion or ray-traced shadows) that you don't need or turned on by mistake. And you don't need to render the whole movie each time. Render just a handful of frames and check the average frame render time.
  21. Ya know I was trying to remember those key combos! I finally concluded that with Grab, Apple may have phased them out, but I was misremembering was all. But to capture just the window it's space bar, not shift.
  22. Actually it looks like hecklenjeckle is on a Mac. To do a screen grab you need to use Grab, a utility that's in your Applications>Utilities folder. Double click Grab (and add it to your dock while you're at it!) and under Capture, click Screen. Follow the instructions in the popup window, and after a second the screen grab will appear in a window. Click Save, then open it in Photoshop and convert to a jpeg. You can browse to the jpeg and post that here. Your problem does sound like you've got some tool or pref checked that shouldn't be.
  23. That's some very nice looking splining.
  24. As long as you're correcting his english, it's spelled "paragraph"!
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