sprockets buildings buildings Rubik's Cube Nidaros Cathedral Tongue Sandwich A:M Composite Kaleidoscope
sprockets
Recent Posts | Unread Content | Previous Banner Topics
Jump to content
Hash, Inc. - Animation:Master

Shelton

*A:M User*
  • Posts

    2,536
  • Joined

  • Last visited

  • Days Won

    65

Everything posted by Shelton

  1. What is the best practice? Light the model while or light the model in Chor window.... Thanks for the help. Glow feature was what I was thinking of but could not get my thoughts together last night.
  2. I am starting a new project. I have modeled an easel and wanted to place a light at the top. I have model a glass canopy on the light and have placed a light / bulb in the canopy. I have a couple of questions. I want the canopy to glow from the light / bulb. How do I do this? I want the bulb to mimic a real bulb and shine downward as a result of the canopy. Can you help me on this? Here is a render of the start of lighting the scene. thanks Steve
  3. Well, this started out as a man, then I tought I could pull the chin in and work as a woman and then back to a man and then back to a woman. I think I will do as you suggested Ethan and pull the chin to square off more and fix the cheeks and then get on with the body. I did set the mouth up to open. So I am ready to get back after it Steve
  4. Work has kept me hopping so I have not had time to do anything. I have worked on the mesh a little tonight. Will this face animate?
  5. Dhar beat me to it. All the machines I have with ATI cards work fine. All the NVidia cards show black. But as Tim stated switch direct view and it works some times for me as well Steve
  6. Thanks David. Here is an update. I will get rid of a number of splines on the forehead. Once again I am having problems around the eyes. Some say to add more splines to the eyelids to get a better flow. I have tried that. Here is the look around the eyelid. Moved ears up and reworked. The chin has changed. Neck has changed, moved the mouth closer to the nose Steve
  7. Some one asked me to u/l wire frame Steve
  8. That is a good question. It started as one and I think with the last couple of changes I see it becomming the other. Steve
  9. Ok tweaked a large number of things. Brow area Nose Check and chin Lips Forehead Steve
  10. Ok going a different direction The reference has been a quick pencil sketch and the rest was off the top of my head. I think I will make a couple of changes. Steve
  11. I can't seem to get this right. Help Steve
  12. Here is the first shot of the new character I am working on. I borrowed NimmieAmmee eyes for the time being just to get placement. What I would like to do is build the character from concept, rig, texture and have you guys critique along the way. I will have updates this week. I hope you guys don't get bored with this caharacter. Steve
  13. Thaks for the comment. I touched up the dog and submitted it for approval on the video and they signed off. The dog only has a small part as do the cow, and horse. I am rendering the horse tonight and the video is off to the dvd press on Monday. It has been a long 6 months but the video is over and the new one does not start until February Steve
  14. Caroline I used mp4 to compress. 2.64 was 7 meg, mp4 was 2.4 megs. All the rest were above 7 megs and I reduced the size to 320x240 for viewing. The front leg could be slowed even more as I was watching a lab walk today. I use 4 frames to animate with and I could have made it 8 or twelve frames. I was watching our standard poodle walk and she does everything in fast motion. Steve
  15. Smoother walk cycle with legs Steve Comp_6_3.mov
  16. Here is a rough start on the playtime with a ball dogplay.mov
  17. Hi Caroline, Thanks for the post and the critique. You are helping! I video "Peaches" our standard poodle walking at a fast pace. Now a I know all dogs have some of the same patterns to walking but what I found was that indeed at any given time as Chad suggested the back paw pushed off and within a two beat counts the front would then push off on the same side. I have been around dogs all my life and never noticed this. I have looked at the sheets you provided and will make some changes Steve
  18. That is awesome thank you Caroline!! Here is where I am at now Steve Comp_1_2_1.wmv
  19. Hi David You are right about the torso. I have not gone into the action to add secondary. The legs were model off rotoscope of our dog walking. I had to slow down the leg movement twice to make it look believable. I will keep working on it. Steve
  20. Here is an update. What is causing the slide of the feet? Steve untitled_1.wmv
  21. Thanks guys I was watching our dogs run around the house and Chad I think you are right. I had animated just off the top of my head, thinking I would not need to look at the dogs. I had never completed a walk cycle, so that is a first for me. I will make some changes and upload later Steve
  22. Here is a quick walk cycle wmv format untitled_1.wmv
  23. Having fun with the quad squetch rig Steve
  24. Thanks!! I think youare right. The ears are too thick. That is something I had not noticed. I had planned for the ears to flop over but it just looks thick I will change that. Steve
  25. With the help of David Simmons the dog has come to life. Still have a long way to go but the dog is beginning to walk again Steve
×
×
  • Create New...