sprockets Hans Donuts 3D Printing USS Midnight 1950s Street Car Pink Floyd Video Tinkering Gnome's Elephant
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

TheOddfellow

*A:M User*
  • Posts

    55
  • Joined

  • Last visited

Posts posted by TheOddfellow

  1. Is it okay to use "real world" items as background and props in CG? Lets say I'm shooting a student film with live actors and they are wearing name brand clothes, swigging cans of Coke and eating Cheetos etc, I'll assume the Coka-Cola corporation isnt going to slap me with a copyright infringement for using their products as incidental props. However, what If I use CG representations of the real products (i.e. scanned and applied as decals) on props in an animation? I realize that I could make up faux "Choke" and "Cheese-tos" brands, but I'd prefer the autenticity of the real McCoy and its so much easier to scan in a box of Lucky Charms than to recreate a fake version. These items really wouldn't be a focal point but rather background clutter to a character's living space. I'll assume I'll have to create the fake brands, but wanted to see if anyone knew the fair use laws or whatever pertaining to this.

  2. Ok, so under the new features of the 11.x BETA there is a screen shot of a Ram with all of the textures in one window (ala poser). Was this achieved by flattening all the splines in an action/relationship then applying a decal? I understand how to flatten, apply decals etc, its the "all textures on one screen" aspect that intrigues me. How did they get the hooves (hoofs?) and the horn separated? Any tuts out there how to achieve this "Master Decal".

  3. Keep plugging away... I still want to eventually see how your "nova trooper" will turn out in A:M. Hell, if you're going to have an influence for your character it may as well be Master Chief. Good luck with modeling and there's plenty of help here at the forum if/when you need it.

     

    sidenote: saw halo 2 movie on "XPlay" ... damn, it just cant get here soon enough!

  4. One of my other hobbies besides A:M is building furniture and Hash is a godsend for pre-visualizing things before i build them. My question: am i just missing it, but is there somewhere where I can numerically input a specific size to scale say a rectangular item. Lets say my units are set to "inches" can I select my "board" object and input that I want it's X dimension to be "2 inches" Y be "4 inches" and Z be 8 feet? ... or whatever board size I'm working with. I've been using snap to grid and rulers and that works fine but I'm so used to creating plans in CorelDraw where I can just input sizes & thought maybe A:M has that but I'm just overlooking.

  5. questions & thoughts:

     

    1. Can anyone tell me whether procedurals or decals will render faster? I have a complex set and slapping procedurals for brick, stone and wood is a quick way to cover lots of area, but I'd definitely take the time to decal each surface if it will improve render time.

     

    2. In a two character scene, do people render out each character then comp them together in video editing, or animate them together in scene. I'm wondering because it seems like many movie professionals (based on DVD xtras) pretty much keep almost every element separate to increase flexibilty, but I was wondering what most AM users do in this situation.

     

    3. Finally checked out "onion skinning" ... wow this is a pretty useful older feature, especially since the keyframes update themselves as you are manipulating the current frame, revealing possible unwanted pose changes in previous frames. Way cool!

     

    4. The Vic Navone "head bones" thread ... changed my whole facial animation paradigm. Beats the hell out of using muscle motions for facial poses.

  6. disregard previous post. switched to a larger screen and was able to read the title link to the cell shaded examples. Lap top screen was hardly visible. Still wouldnt mind more information on how detailed to make a character for cell shahded look though.

  7. I was wondering if anyone could point out who is responsible for the awesome cell shaded examples found on page 7 of Hash gallery "movies". I'm referring to the last two. This is exactly the look/technique I want for a future project and would love to see how complex (or simple) the objects are that were used for the two characters. A wire frame link would be tremendous help, but I'd settle for a link to the creators web site. Wow. I love 3d/2d hybrid look and the characters' animation is lively and wonderful. I want to see more!

  8. Have no fear. You simly create a new on/off (vs percentage) pose/relationship, set up all your constraints in there and set its default at "on". Then, whenever you use the model all the constraints are "on" by default with the option of turning them off. If you want it might be helpful to create separate relationships for each type of constraints (e.g "arm constraints" , "eye constraints" or whatever) although I usually just have one "constraints" pose that has them all. Some A:M users have been known to create the constraints in an action so they can "drag & drop" onto the model, but I'm not sure what the advantage of that would be unless you had multiple characters that used the same skeleton (??)

  9. What the hell !?! I've been lurking the animaster list and forums for years and have subconsciously kept a "who's who" list of A:M users with the name J. Talbot firmly entrenched as "The mechanical modeling expert-splinesman guy". Then he starts posting awesome character images such as the "Hashbrau Dwarf" and this breathtaking beauty. Now I may have to re-classify him as the "Awesome lighting / texturing character guy as well. Hmmm.... I'm just going to classify him as "The Guy (The Man)" and leave it at that!!

  10. For the Tarzan model when you're creating the pose percentages for the hand(e.g. "fist", "hand open") you should be using the bones to drive the mesh. For fist you should curl the bones into a fist rather than manipulate the control points. Thats whats so great about bones, they drive chunks of mesh easily. Hope I didnt read the last post wrong and am feeding obvious imformation. When dealing with the bones in joint situations such as the fingers, elbows, knees etc another helpful thing would be to look up the following topics in the searchable list database at the bottom of forums main page: "fan (or intermediate) bones" and "smart skin"

  11. Re: Atatching limbs

     

    I'm with zzzippo on this one, the "hide" and "lock" commands are invaluable so learn em', live em', love em'. I also helps me to zoom WAY in so its far less likely to attatch to an unwantd spline. When you're zoomed out its like threading a needle sometimes, I'd rather zoom in and thread a rope thorough a hula hoop. (does the hula hoop date me a bit I wonder?) Anyway, good luck. And a word of encouragement Brahmulus: you seem to be picking up the software faster than many.

  12. Since the survey doo-hickey doesnt seem to be active on this forum I thought I'd just put the info I'm fishing for in a topic:

     

    I'm creating the face poses for a new character and I was wondering what everyone else though were "essential" poses. I'll throw a few obvious ones out there:

     

    1. All Phoneme shapes (input welcome on this particular item)

    2. Eye blink

    3. Smile / frown

  13. You dont need to reassign all the cp's to the main (root) one. When you scale this bone (while holding conrol - this is KEY) all other bones and assigned cp's will scale with the bones they are assigned to.

  14. The color all depends on the groups position in the project workspace. The lower grouping's attributes will override the higher group. (e.g. the lowest group's attributes will override all others. This effects only attributes that are set. Lets say you have one group where the transparency is set to 90% and its diffuse color is blue. Then you add a second group lower in the PWS that has a diffuse color of red but transparency is "not set". The red diffuse will override but the transparency will be retained thus yielding a red 90% transparent object.

  15. Hey Thanks Rhett... I did not even know about choreography actions. Those sound handy. Wonder how long I've been missing out on those. I recently upgraded from moldy old version 7.1 so I've got to get up to speed. Cant wait to get back home and check those out. Man, all the things a guy can learn on these forums. :D ... of course I'm the type who mashes at the buttons in x box Madden footbal trying to find qb audibles instead of reading the dad-gum instructions. Next thing somebody will tell me that there is a RENDER button in A:M :P

  16. again, sorry this is off the top of my head... hopefully I'm not missing something.... If you have to edit the relationship right click on your model in the project workspace and select edit relationship > then it will give you a few more folders ... just follow them until you get to your newly created relationship. It will be something like relationships > properties >pose realtionships > relationship

     

    it will open a new window. Here you can edit the slider. if you move points around when the new slider is set to zero in the "pose sliders" window thats what you'll get when the slider is at zero in a choreography. Move the slider to 100% or a percent that you want a specific state and move the control points around and that is what the state of the model will be at the specified pose slider percentage.

  17. There are a couple of ways in creating a pose slider, but here is how I like to do it:

     

    put your character in an action:

     

    1. file menu > new > action (then select your model to use)

     

    2. Switch to muscle mode by selecting the button on top with the arm making a muscle. This allows you to edit the control points.

     

    3. In the action type in frame 100 in the time line box.

     

    4. Model/shape the control points into the spike at frame 100

     

    5. once you are satisfied select the action menu (on top) > create pose.

     

    6. Now when you bring this model into a choreography (or other action) you'll have a control to manipulate. Make sure the pose slider window is open view > pose slider or alt+4

×
×
  • Create New...