sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

Rampage0007

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  1. I see. I like the concept a lot, and I am anxious to see more. If, however, I may make a small suggestion/critique... Have you considered recording real people acting out your scenes, and then creating your actions based on the timing/movements from the recording. I say this because it makes such a huge difference having them move a bit more realistically. A lot of the characters movements/actions are choppy or fast, and because our eyes are so used to seeing humanoids move, our brains automatically zero in on humanoid character moving in ways they should not. I think if you tried you would absolutely LOVE the difference it would make. I am making a short film in A:M myself, and the difference was night and day timing out actions in my head versus creating them based on actual human movements.
  2. I really like the tree models a lot, and your material for bark looks great. But, are these finished shots or storyboards? I'm confused...
  3. This is driving me INSANE! It seems so simple. I have downloaded Photoshop 7, I have even downloaded a video tutorial on how to use solidify. But I keep getting the white halo around my cookie cut decals. Has anybody else had this problem and found a fix? Does anyone know a trick to solidify, or another way. I am a smart guy, I am sure I am following the steps to solidify it correctly. PLEASE HELP!?!? Maybe someone who has done this can talk to me on Yahoo Messenger and help me figure out what I am doing wrong?
  4. I dont believe I have turned the Alpha buffer on? (actually, I dont even see WHERE to turn it on?) Also, what would you recommend as opposed to a TGA??
  5. I am using v.12 I am attempting to render my video in layers, and I have a box in the foreground I am rendering individually as a series of TGA images. I have applied the Blur post effect to it. I have turned on the "apply camera's post effects to rendering" in the camera's buffer. My box is rendering blurred, but the edges are coming out hard when I import the TGA. Can someone please tell me what I am doing wrong?
  6. I am using v.12, and I have tried saving several models and keep getting an error that saying "Exception #005. Saving. Attempting to continue, but this object may have saved incorrectly" ...and it does save incorrectly, when I try to re open it, the name appears in the objects section, but no model opens. has anyone ever gotten this error, and do you know what causes it???
  7. Awesome! I was unaware that when you start a new pose, there are editable values under the Action tab for that pose. I followed the tutorial on your blog and replicated the effect. I think I now have an understanding enough to create the effect I wanted. Many thanks for you help Johnl3d!!! I REALLY appreciate it!!!!!
  8. Exactly! When I just apply the material to a shirt, I can't seem to figure out how to get control over when and how fast it burns. Any suggestions??
  9. Sorry I was a bit unclear, I was refering to THIS burn effect, that has a small tutorial HERE Basically I want a characters outer layer of clothing to burn off, but not the layer underneath. I was hoping to use a version of this effect to achieve that, but after reading multiple threads, I can't find much in tutorials for it.
  10. Hi. I am slowly learning the "burn" tutorial, and I can bet the material to work, but I am wondering how to get more comtrol over it? By that I mean, can I attach it to a slider, so it burns at the pace I want? Also, can I set it so it only burns certain groups or models, not everything?
  11. Quick question... I am having trouble finding an answer to. I am saving an animation as an image sequence. Those images are .bmp's, although the same problem occurres with .png and .tga When I then import these images into A:M as a layer, they are like 90% transparent. What am doing wrong when I save as image sequence???
  12. So here is an example. if the streak emitter and stage are part of the same model, I cant render them seperatly. The checkerboard I added behind the layer to represent the transparent area
  13. I am doing some final renderings in A:M v15, and after reading these boards I decided the best way to go was to do them in layers and then composite said layers together. That way I can use post effects to blus my background and foreground objects. Except when I render a model that has particle streaks, A:M is putting their transparencies into the Alpha channel even if there is a visible object behind them. (so if I have streaks in front of a wall, and both the streak emitter and wall are to be rendered, the wall should be sorta visible though the transparent streaks. Instead, it is just transparent all the way through. Shouldn't A:M only be applying transparencies to the alpha channel where there is nothing behind the streaks?) I hope I am wording my question correctly. Hopefully someone else had this problem and figured out what the problem is, as I am stumped...
  14. Home Slice, I thank you for both your advice and your avatar! I was unaware there was a setting in the camera buffer I had to turn on to make it render the after effect in my final render. Everything is working great now!!
  15. So I added a Blur post effects to my main camera and saved my animation as a sequence of .png files. When the images render in A:M's window the blur effect is added, but when I open the same images in a photo editing program the picture has no blur to it. Can someone help me understand what I did wrong??
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