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Hash, Inc. - Animation:Master

Ilidrake

Craftsman/Mentor
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Everything posted by Ilidrake

  1. Reminds me of Puff the Magic Dragon Good luck with him.
  2. One way you can make sure your cps are centered along an axis: Example Make sure your in the front view Select all cps in the center of the model. If its a face it will be all cps in the x-axis starting from the bottom and going to the top open the properties and in the scale part select the x-axis and enter 0% and press enter All cps will be centered along the x-axis press the '/' key to select the entire model, C/F/A This should take care of the problem Sometimes I have to just flip the model along the y-axis and then preform a C/F/A Just some ways I go about doing a C/F/A
  3. I took a look at that tutorial and it's pretty nice. Here's a translated version of the last page. Here's the address of the translator I useed. http://babelfish.altavista.com/ I hope this helps you out. Nevermind. The files too big to post. oh well, here's the translated text of that page: 19. Drawing up the ear and the eyebrow As in the upper figure the model of the eyebrow and the ear is arranged. That it parallels to amount, extrude doing the spline which is drawn it draws up the eyebrow. Using copy reversal connection, to both sides it converts the model. As in the upper figure shortening CP of the mouth in extrude, pushing in, it draws up the lip. Furthermore pushing in extrude, it draws up also in the mouth. Drawing up the tooth and tongue The model of the tooth and tongue is put in place. Drawing up the forelock First it tried making the forelock in extrude. The plural pastes doing this, it tries surrounding around the head completely. Drawing up the whole hair Furthermore the flow and volume of the hair are adjusted with distortion. 7. Completion The head completed with this. Figure 24.
  4. Overall it's a good looking model. I generally have trouble with eyes and was just wondering how you did the eyeball? Could you post a couple shots of the eyes from various angles and maybe explain to me how you did them. Good looking model over-all though.
  5. Well, there is one solution that comes to mind. Render the models in Max from various angles, front, side, back. Instant rotoscopes that you can use in AM. Good luck with your movie.
  6. Moving, or nudging a bone with the mouse is the easiest way to make a keyframe. By just nudging the bone a little it won't really be noticable. I find it easy to open the time sheet, this way when I move a bone I can actually see the software update the timeline with the keyframe. Then if the ovement is too noticeable (and it better be one hell of a diffrence) I can simply delete that keyframe and nudge it again. That's my method anyway. Good luck.
  7. You mean as in eyes blinking? @@
  8. Good start! As far as I can tell the hands and feet can be removed with no issues. The only place i see that will give you problems will be in the waist and stomach area. These places will tend to shear when rotated if you don't have enough splines. Still, if your careful animating it won't be that big of a deal (Smartskin!!!). Good luck.
  9. so in order to have true "round hair" you set bow to 100%. Does this mean that each particle will be a tube?
  10. I remember that guy (I read through the entire post). He's an extremly nice model, whatever happened to him?
  11. Ilidrake

    New Creature

    I get an error whenever I try to view your pic.
  12. True. But I know there are some die-hard fans out there and I know it may sound corny but I don't want to screw around with the characters and ruin it. It's kinda like the original Dungeons & Dragons movie. It sucked! Why? Terrible story, terrible characters, and really terrible dialogue. I don't want to screw up is all and was hoping for some feed-back from some people who know the story and characters. Another view other than my own perception. That's all.
  13. Hey Ilidrake can you rig something of my i need it riged. That would great if you could Ilidrake. I would be very greatfull!! Sure. I'm currently using AM v13. I'm pretty sure for you to use anything I rig you have to be using the same version. If you want me to I can do it for you.
  14. You can't tell me someone in this community didn't play D&D and doesn't know anything about Dragonlance. Or perhaps it's just lack of interest?
  15. I've been working on a short film about the Dragonlance books. Specifically the part where Sturm defends the High Clerist Tower and dies. I've been experiementing with diffrent styles of modeling and was just wondering what particular look do the members of the community think would fit well? I have my own particular style and prefrence but i'm not sure it fits well. I tend to have a mix of real-life and cartoon (much like my avatar pic). Any suggestions?
  16. In your Project Workspace, right-click on the model name and simply choose Save-As. Wish I had AM on this computer so I could give you a screen shot.
  17. Just create a choreography and drag the letters into it. It's probably a good idea to model the 'falling letter' as a seperate model from the rest. Just a suggestion.
  18. Great looking models. I've got other things in the works but I'd be willing to rig them for you if you need. Great looking models like that how can I refuse. Good job.
  19. That does bother me a bit, the 'Jeff Lew knock-off', but I'm simply following some of his suggestions. I've animated complex characters and found that it can get really messy. And the fact that I'm extremly critical of my own work (my girlfriend forced me to upload this for feed-back). The fact that he's an egg with simple arms and legs makes animating soooooooo much easier. Of course his rig is actually pretty complex. He has a complete facial rig so the range of expressions is really nice. I went over the animation last night and found that if I rotate the camera the opposite direction it has a much better effect and it's more clear of whats going on in the scene. I'm going to tweak it and render again and post the results monday along with additional footage. Keep your eyes peeled. (Just so everyone knows, I'm a big Dragonlance fan and currently have a RPG in the works that will use movie sequences that I'm doing in AM.)
  20. The bullets is on a path with ease controlled. I actually had a nice transition from slo-mo to live time but I decided to play with the bias handles in the dopesheet and never corrected them. I suppose I'll finish this thing up one day and correct it but for now.....thanks for the input though. I get enough of these and I'll have to go back and fix it and maybe finish the whole piece up.
  21. K...think I figured it out. You simply need to move the axis manipulator to the center of the face. I placed it on the end of the nose, lined up in the x and y coord, c/f/a and presto! smooth connection.
  22. Ya, Jeff Lew is definitly my idol right now. Killer Bean is awesome. I got the DVD and Jeff made the comment that the easiest and best characters are the most interesting and fun. He's right. I got the idea for the ninja egg while reading Humpty Dumpty to my daughter. I thought, wouldn't it be great if Humpty kicked major a$$!!! So i started modeling and came up with this. I still have problems with his legs being so short and his body being round (tends to shear a bit) but if I'm careful the over-all effect is pretty nice. Glad you liked it, makes me want to work on it some more........
  23. So.......any comments would be appreciated....good or bad
  24. Finished this up a couple days ago. It's basically a ninja egg dodging a bullet with a backflip. I really wanted to just play around with bullet time and slo-mo. And it was pretty simple character to model and rig. Works pretty good as far as animating goes too. Anyway, just a little contibution to the community. Enjoy. Egg.wmv
  25. Hmmmm, I been looking around and it seems there are quite a few people who are having the c/f/a problem. Oh well, no biggie. I hope to have him finished by the end of the week, but no guarentees. Thanks for the comment.
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