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Hash, Inc. - Animation:Master

Uzzbay

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Posts posted by Uzzbay

  1. It's people like you that both inspires us and causes so much frustration. This looks awesome, and you make it look so easy. <the inspire bit> But I bet it's not near as easy as it looks <the frustrate part> Thanks for sharing!

  2. It might just be the angle but her shoulders look like they might be too close together. How about a front view?

     

     

    Yeah it's mainly a light/shadow thing in that view ...but by no means is it perfect...I'll have to check again tonight when I get home. Thanks

  3. I'm not sure who rigged the servant. That probably needs to be fixed. Make the poses anyway and we'll work from there.

     

     

    Kewl no worries.....I can fix it on my model I have so that it appears correctly in the rendered examples..just wanted to make sure that we are not going to be using the copy of the model I have for the project. For example.. for this job we just need to provide images of the expressions .. correct? Not poses or actions associated with the model?

     

    <I don't want to change anything that may cause problems down the road> :(

  4. So I started on the Tin Servant....I noticed that the upper lips may or may not be rigged properly...I left the area in question..gray...let me know if this should be fixed or if it is working as designed..

     

    [attachmentid=16134]

     

    I shifted the mouth to emphasize the area...

    post-8497-1145452127_thumb.jpg

  5. Thanks, Uzzbay. This is the link for Paul.

     

     

    No problem...I can link to your genius-ness all day long... :D

    I thank you for taking a lot of the hard work out of these things <bows>

     

    SOOOOOO ..next question...I am about to start on Tin Servant....have we decided on delivearbles?

     

    Are we to make actions, poses, screen grabs in Targa format, dope sheets, or a choreography?

  6. Nice work guys. Were there more volunteers? If you want a character, speak up.

     

     

    Oooo Oooo Me! Me!

     

    OK, the kids are back home...eggs were found, baskets filled, food eaten, mom still loves me, kids love grandma, wife didn't kill me in the car ride, vehicle is fully unpacked...and spent the last 2 hours reading all the post to this thread...<whew> you guys have been busy...

     

    I am posting this and then downloading v13...so is there still a need of another expression artist?

     

    If so, who do you need me to start working with? How do I get the model?

  7. I am very interested in helping out in this endeavor..but unfortuanately life has crept up and slammed Easter in my face...gotta go out of town to hunt easter eggs :(

     

    I will check back in Monday...and hopefully there will still be room for me to help.

     

    Happy Easter

  8. If needed...I can take one and run with it!

     

    Gotta learn this stuff more anyway..might as well help out the team in the process!

     

    I actually have put the FACE rig on my character....Face Rig Example

    I put a different emotion every 15 frames (yelling, sad, shocked, smiling, anger, tired)

     

    I don't have access to the repository, but if someone could just send me the model..I would be more than happy to render out all the emotions as needed.

     

    Let me know

  9. I am no expert by any means, but to give you at least some answer for now......

     

    Basically I don't used 5-point patches anywhere where the mesh will bend or curve (within reason). I try and limit them to areas that folds would seem natural or can be hidden by other geometry. You don't have a lot of mesh between the nose ring and the center line so all I can suggest is that you make the 5-point patch as small as poosible and hope that it gets restricted to a smaller more flat section of mesh.

     

    With that said, one thing I would try is ....

     

    [attachmentid=15894]

     

    By extending the ring out and end in hooks, it may make the 5-point and it's possible folding appear more natural as it pushes it closer to the nasal opening..now you can adjust the "bias" handles to tweek it to a point that you feel is acceptable....BIAS HANDLES ARE YOUR NEW FRIENDS!

     

    I would place the hooks..a row or two away from the large mesh bending area

     

    EDIT---doh Paul beat me to the response :)

     

    My 2cents..

    post-8497-1144702358_thumb.jpg

  10. That's awesome!

     

    This is not a critique as much as a "I am having a similar dilemma" type thing. I am working on some large stone slabs as well. In using the stone texture on them, I notice that the edge close to my camera looks a bit irregular where the other edges look crisp. I have been toying with the idea of making my stone mesh a bit irregular so the "away" edges seem more like the "front" edge but i seriuosly don't want to add more detail to my mesh and slow my render times down anymore. Here with yours..it appears that a good use "scaling" the texture and the "perceived" size of the object makes for a good combination. If that is indeed what you did. If so, hope you don't mind me borrowing the concept :D

     

    Nice work, thanks for sharing it!

  11. Shift/8 toggles particles On/Off. There is also a liitle button that you can drag onto your tool bar which does the same thing.

     

    Hrmmm, thanks, but not sure what particles had to do with "dynamic collisons" and not even affect "dynamic movement" at all. But <shrug>. ..." and knowing is half the battle. Go Joe!"

  12. Me likes seeing zombies get shot...

     

    Couple of things tho...

     

    Never been a big fan of shoulder shots taking out zombies, think they should be tougher :rolleyes:

     

    The green splatter is a bit too crisp/sharp compared to the jacket.

     

    I think you need one frame of the smoke as a smaller size, this will give the smoke more motion.

     

    and now I need to see the rest of this project... :D

     

    Good times and very interesting project...good job!

  13. Just an idea on the 'cloth 'settling' time...you don't need to render those frames at all, just set your render to start at, 1:15 or so...

     

    Well the render i was talking about was the "give the cloth time to get into place before you start rig movement" stuff. I an lazy by nature, I can't wait for the cloth to settle down :P

     

    I see you had her poneytail 'clothed' and you mentioned that it was penetrating the other cloth(cape) did you resolve that?

     

    Actually the ponytail is dynamic, at least till I actually start venturing into hair/particles. But yes I solved the problem. I found this undocumented (as far as I can tell) keyboard shortcut that controls an unreachable (as far as I can tell) setting via a menu of any sort. <SHIFT>8 Aparently it turns off dynamic collisions???

     

    That brings-up an interesting question...cloth on cloth collision detection. It MAY be that you will need to give the groups a cloth material AND a deflector material...???

     

    I tried that. But I got a lot of errors. My brain tells me that if i put a deflector (apparently unrelated to specific cloth groups) on a cloth object, it will always be hitting itself. Haven't tried lately but, I think that is why I had CP's shooting off in all kinds of directions. In my tests, cloth objects sense each other because they are being simulated at the same time, whereas they do not take into account dynamic contraints that would act differently at a fast render speed. At this point I have ONE cloth material applied to ALL three cloth objects(each with different attach groups). The trick is getting the collision radius and the anchor groups to equate out to what you are looking for. So far I am running her at 0.5 collision. Less than that, it get hung up on her leg, and more than that makes her look like she if wearing a prom dress. B)

     

    I will post more test later...thanks for feedback!

  14. Ok, I have tweaked my initial cloth test (which i didn't post).

     

    Bascially, she has 3 pieces of cloth on her: front skirt, rear skirt, and cape. Now here are some of the things i wanted:

     

    To have to render as few frames as possible to allow the cloth time to settle.

    Didn't want to have special actions to compensate for the cloth initially.

    Wanted 3 individual pieces.

    Didn't want it to look like she was wearing a skirt that is a foot thick.

     

    After tweaking my initial tests, I have came up with this:

     

    Tri-cloth test 2

     

    It will take a few more tweaks but, I am getting closer to what I want. I am sure that once I run her through a full range of motions, I will start to see more places to tweak, but I am happy for the moment.

     

     

     

    Hey Uzzbay. Nice model! I love the design, and may I say Phifer is lookin' hot! Great progress on the simcloth.

     

     

    Thank you!

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