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Hash, Inc. - Animation:Master

Xtaz

Hash Fellow
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Everything posted by Xtaz

  1. I would use an expression GetTime() at the rotate axis.... Tranform.Rotate.X=15*GetTime() 360º in 1 second ( 24 fps )
  2. Is there a way to dock CP weights window ?
  3. Thank you for reply Steve...Before export all poses are set to NOT SET except SUPPLEMENTAL->CONFORM RIG SETUPS TO GEOMETRY BONES OF MODEL ( ON )
  4. Hi fellows ... I'm trying some rigs into my model... after I CONFORM and EXPORT RIG the rigged model doesn't have USER PROPERTIES in its properties... Is missing some obvius step ? V18p SSE4
  5. I'm working on a new model and an updated Squetch rig is greeeaaattt... I'll try it this week. Thank you in advance Simmons. A quick question: Did you add the ability to change IK from heel to toe and vice versa ?? And I suggest you to fix your signature to aim your last post ( with the latest Squetch update )
  6. Here is a little test... I used PFHoe for motion tracking I created this setup a long time ago (2005) and it consists in add MUltiple Frames at Only One Frame ( MUFOOF ) mainly to simulate fast moviments but it can be used with other purposes.... Here is how it works , despite the image links are corrupted , the configuration is still valid . http://www.hash.com/forums/index.php?showtopic=18443&p=143001
  7. just a test to use in a personal fast project modeled/textured in 1 minute rendered using mufoof style I really, really love this software
  8. It is just superb ..... the time is precise... the appeal... hilarious. https://www.youtube.com/watch?v=wZvmPJuksnk
  9. I'm playing/fighting PS4 Battlefront right now... the experience with almost real sets are amazing. I think how it will works with sony morpheus... The forests are simply magnificent...
  10. You got it Serg !!! https://www.hash.com/forums/index.php?showtopic=40681&do=findComment&comment=358246
  11. You're god damn right In simple words Alembic is OBJ+MDD in a single file...
  12. Tell me more about that. You pretty much have to create new materials from scratch, right? no.. there is an option to convert material... despite the converter to be pretty efficient, some little adjusts are needed sometimes.
  13. Hi Robert... Basic and directly, the C4d have an internal Octane Plugin... then I just import OBJ+MDD, convert material to octane materials and render inside C4d. The stand alone Octane doesn't import MDD, but Alembic files (.abc), a kind of 'our' choreography, all elements of the scene ( lights, models, texture, camera ... ) in a single file. if there is a request, is the A:M exports choreography to alembic... then user just import it directly inside octane renderer without the need for a plugin. https://code.google.com/p/alembic/
  14. Well... I'm a little off but in my spare time I'm still playing with A:M... recently I'm experiencing some great improvement in A:M + Octane. The bridge between them is the Cinema 4D. I can import models with all textures/colors + MDD to animate. The render is great. Tomorrow I'll post some results. A:M continues the best animation program, simple, intuitive, fast....
  15. Recently someone posted (facebook) an animation serie called spookiz, there are 2 characters exactly the same JohnArtBox's Kapsules... check it. https://youtu.be/SH_RwE6N2bk
  16. As I said before, nothing better than a contest as rust removal.....Let's do it... I'm in(sect) !!!
  17. I felt free to download all tutorials and zipped them in topics: Modeling Tutorials link (925 MB) 1 - Interface 2 - Mouse Commands 3 - Shading Modes 4 - Modeling Basics A 5 - Modeling Basics B 6 - Rotoscopes 7 - Torso 8 - Arms 9 - Legs Part 1 10 - Legs Part 2 11 - Foot 12 - Hand 13 - Head (Main Splines) 14 - Finish Geometry 15 - Head, Ear, Mouth 16 - Attach the Head Rigging Tutorials link (588 MB) 1 - Intro to Bones 2 - Geometry Bones 3 - Cosmetic Bones 4 - Control Bones 5 - Control Constraints 6 - Cosmetic Constraints 7 - Visibility Properties 8 - Orient-Like (OL) Finger Bones 9 - Mirroring & Fixing the Rig 10 - More OL Bones 11 - Setting Up Facial Sliders 12 - Checking the Final Model Animation Tutorials link (803 MB) 1 - Introduction to Animation 2 - Basic Keyframing 3 - Walk Cycle 4 - Choreographies 5 - Run Cycle 6 - The Jump 7 - Flour Sack Splat Character Performance Animation Tutorials link (880 MB) 1 - Introduction 2 - Keyframing Time Lapse Part 1 3 - Keyframing Time Lapse Part 2 4 - Keyframing Explanation 5 - Keyframing Time Lapse - Fingers 6 - Final Keyframing 7 - Intro to Inbetweens 8 - Inbetweens Time Lapse 9 - Final Inbetweens 10 - Finessing the Curves (Graph Editor) 11 - Facial Animation 12 - Final Rendering
  18. Yoda: Always two there are. A master and an apprentice. Obiwan: Yes, but which is the apprentice. Chewbacca: WAGRRRRWWGAHHHHWWWRRGGAWWWWWWRR.
  19. did someone mention a mascot contest ?
  20. amazing works there... you digged them
  21. Here is my approach to model it:
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