sprockets Live Answer Time Demo Tinkering Gnome's Sparkler PRJ Shelton's new Char: Hans It's just donuts by ItsJustMe 3D Printing Free model: USS Midnight Rodger Reynolds' 1950s Street Car
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

Miguel Esteve

*A:M User*
  • Posts

    14
  • Joined

  • Last visited

Everything posted by Miguel Esteve

  1. Hello everybody, I've been using AMv7.1 for a long time. Now, I'm moving to a newer version (v12), but I've looking for some preferences in the render window that I haven't found... Those preferences are BLOOM and FILM GRAIN. Even when I set the render window to advanced I haven't been able to find those properties. Can anyone help me? Thanks a lot
  2. First of all, my congratulations for Jin, I think that your job is amazing and most important, very helpful for others who are interested in this topic. I modelled this car two years ago for using it in an animation for a website. Is a Fiat 500, a very popular car here in Europe. I modelled it in a way as simple as I could. These images show both the wireframe and the look it finally had after posproduction. This swf shows the car from every angle: http://www.kamestudio.com/car/500.swf The way I started modelling the car was the same as Jin, drawing silohuette and windows and others with the help of a rotoscope, but I didn't modelled some things accurately. You can see a part of the chasis next to the wheels that couldn't be there, the doors are not modelled, I thought in adding a bump to draw the edge of the doors but I think that drawing it with splines is better. How did you draw the edge of the doors, Jin? Did you use bias or something to make them look pieces apart from the body of the car? Could I see those splines and its bias values in detail, please? I like the way you did the lights. I find very helpful your notes on how you treated the glass but, how did you obtain the metal of the lights? I think it's an important part of the final look of the glasses... Thanks for sharing your knowledge.
  3. Thanks, I've changed the order of the constrains: first "path", then "aim at" (without compensate mode) and it has worked fine. I think this way to move the camera is easier than doing it manually, I also apply the "aim at" constrain in order the camera points to a null instead the model so I can predeterminate the exact path to follow and add some variations by moving this null around the model.
  4. Hi everyone, I organized my coreography and put in a Character, a camera and a path. What I wanted to do was to make the camera follow the path while pointing to the character. So, I gave the camera a Constrain "Aim at" in compesate mode to the character. First step done. Then, I applied a second constrain to the camera in order to follow the path (a 3 point curve around the character). When I did that, the camera begun following the path but aiming the path too. I clicked off the Store roll option in order not to aim the path and the camera started aiming to the front... but not to the character. I tried to do this in A:M 7 and A:M 12 obtaining the same results in both cases. Could anyone help me to solve this, please? Thanks a lot
×
×
  • Create New...