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Hash, Inc. - Animation:Master

Jeetman

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Everything posted by Jeetman

  1. T-Dogg, I too want to congratulate you on your progress. As I said in an earlier post, this is my favorite WIP. The model is really coming along and I can't wait to see the completed work. One question: This started out as a joint project.....where's Oakchas?? Anyway, keep up the outstanding work my friend Jeetman
  2. I forgot to attach the pic's so I went to my previous post and attached the pic's I outlined in my original post. Jeetman
  3. Pat, Your detail in this Superman model is really good. The only thing I noticed is his face looks a lot like Mr. Incredible from "The Incredible's" Movie. Is there a reason why you didn't use the original DC Comics face or perhaps Christopher Reeves's face? Jeetman
  4. Dude/Whiz, The face still needs a bit of smoothing. Check out the attachments to see where I believe the problem is. Also, I agree with Case in that you need to either add eye lids or pull them down (if modelled) a bit to get a more natural look. It's looking good and I like the way you covered up the detached ear but the hair looks a little odd. His hair (in my opinion) should not protrude from under the helmet. He's wearing a military helmet so I'm guessing he's a soldier. The military would never let a soldier grow his hair that long. Keep the side burns to cover the ear imperfection but shorten the length. His hair in the back is definitely too long and you should get rid of the hair on his forehead that is sticking out from under the helmet. It's coming along really well so far. Keep up the good work Jeetman [attachmentid=19351][attachmentid=19352]
  5. Always, I'm with you in that I too do not model very fast either. My Sponge Bob I made took me at least 8-12 actual hours and the ant I made took me about 16-20 actual hours. When Whiz/Dude posted his spider leg design (that was base off of the picture I found on the web) to try to help out cuboos and noted that he did it in 10 minutes, I was very impressed because I KNOW that I couldn't have made a model with that much detail in 10 minutes. So just to let you know, you are NOT alone in not being a fast modeller. Jeetman
  6. Cuboos, Excellent job in defining your character! It's details like this that let you know what your character can and cannot do. However I have to agree with Oakchas. You need to use a spell check and really proof read your text before presenting it. It's more enjoyable to read and is more professional that way. Other than that though, it's really starting to shape up my friend. Jeetman
  7. One thing I'm adamant about is presenting clear and concise posts. Why not? The tools are there to help you. I use SpellCheck every time and I proof read my posts. If you submit your post, you can go back and re-edit it. I've never seen such a cool feature like that before but I don't really visit many forums. We have all the tools needed to clearly share ideas, ask questions and or offer comments so everyone can understand you. You just need to take the time to do it right. I have to agree with David in that, it is frustrating trying to translate poor spelling and grammar (sorry Case). Jeetman
  8. Dude! Looking good!!!! Once you add some textures to the contol panels and adjust your lighting a bit more and possibly add a bit more detail, it should look even better! Keep up the good work Jeetman
  9. OK, Either my questions were completely ignored (which I'm doubting is the case because everyone here is so cool), or were missed so I'll ask my questions again. T-Dogg and Oakchas, Are you guys planning on sharing the end models? If so, could you post your current wip? As I said, I'd love to see it in the model window to rotate and see it from different angles. If you do not plan to share the model, that's completely understandable. I'd just like to know. Jeetman
  10. One of the things I like about the "WIP" forum thread is you can check out a project, go on vacation and come back to see the progress . T-Dogg and Oakchas, Of all the "WIP" projects, to me, yours is the COOLEST!!!. T-Dogg your progress is REALLY looking good. Excellent work my friend. Oakchas, can't wait to see your progress. From what I've seen, your's is looking good too. I have 2 questions: Are you both going to share your end models? If so, could you attach the latest mdl file? It would be sooo cool to load the model and look at it from different angles in the model window. Jeetman
  11. Black, It's looking really good!!!!! Good job on the wing animation =) Jeetman
  12. Dude, The guy looks awesome!!!!!! I really like the lip syncing and expressions for the song LOL. Jeetman
  13. Dude!!!! That is an awesome leg!!!!! You have serious talent kid. Jeetman
  14. The hydraulics look very cool!!! I can't wait to see it incorporated on the whole model. It's going to be awesome!!!! Again Cuboos, great work =) Jeetman
  15. COOL so you're going to use the ant after all!!!!! Good because I thought I had modeled it for nothing hehe ...well not for nothing actually. I did get good modeling practice and Black_Mage told me he'd use it if you didn't so the time was well spent. I'm just glad you decided to use it =) Thanks for the compliments Drvarceto and Zaryin it's really inspirational for me =) Jeetman
  16. Cuboos the added leg detail looks awesome!! great job!!!!
  17. I agree with Dark here. It looks good but could use a bit more detail in the legs. A possible suggestion is to maybe spit the leg into two cylinders and have them function with sort of a hydraulic spring mechanism system. Look on line at actual robots to see how they work. Dark_Jedi has an awesome droid model from the Star Wars movies that has a cool leg design that you could borrow from. Ask yourself these questions: What is your power source? This brings ideas of a central power source that might glow to add a cool effect. What allows your robot to move? What allows it to bend it's leg? What counter force slows it down? What fuels it? These questions are important because there needs to be a logical understanding of how your droid/robot uses his legs. By defining this, you then can get ideas of how to model it with greater detail. Like Black_Mage said, adding wires or maybe hydraulic tubes would definitely add more detail but don't just throw in random wires or tubes. Try to imagine a purpose for them. Obviously you're not designing a real robot but the more you think out the design, the more realistic it will be and subsquently, the more detail it will have. Hope this helps. Jeetman EDIT: I found this pic when I did a search on google for robots and clicked on images. Just to give an idea of more detail http://images.google.com/imgres?imgurl=htt...GLG:en%26sa%3DN EDIT: Oh man! This one blew my mind!!!! THIS is detail LOL [attachmentid=17407]
  18. Hey Case, I almost have the ant model I told you about in chat done. just need to copy flip a few more legs, give them a tweek and the model is done
  19. IT's out?!?!? Thanks for the post. I too have David's 2002 book and it's very good. I'll have to get the 2006 one too. Jeetman
  20. The syringe looks great but I'd change the setting to possibly a hospital room with the syringe lying on a tray with other medical tools like maybe a scalpel, tweezer, scissors, etc. You also might consider adding more lights to have the syringe stand out a bit more. here's a site I found of possible tools http://images.google.com/imgres?imgurl=htt...GLG:en%26sa%3DN Another cool addition would be the measurements lines on the cylinder. If you used the chrome material for the metal part, you need a few objects and good lighting to make the chrome really show up. One of my early (mechanical) models was of a dumbell weight rack with the dumbells. It's a rack I personally own, so I modeled it matching the material as close to the rack as possible (ie rubber material for the boots, a black metal flake material for the rails, etc). For The bolts I used the chrome material but I found out that it didn't show up in the model window very well. It wasn't until I read that to see chrome, it needs objects and light to reflect (duh). Once I understood this, I finished my rack and dumbells and imported it into the choreography and just with the lighting I saw a major difference. Once I added other objects it was incredible! hope this helps, Jeetman
  21. I am a user from RI, about 20 minutes north of Providence. Jeetman
  22. black_mage, I agree with Rodney. I don't really follow the Final Fantasy trilogies so I'm not really familiar with the characters but comparing the pic to your model that you posted, it looks really good!!!! Excellent work! Jeetman
  23. Balance/Balance Rigid has caused enough problems that some refuse to use them. They serve a purpose (to automatically keep the character upright etc) but when you attempt to unbalance a character (which you perfectly do!) it runs afowl of the constraints. There are some discussions on Balance/Balance Rigid in these TAoA:M threads. As I recall the concensus was that most people should just turn them off. If you are still having problems getting both actions to work as you expect them two I would recommend opening two instances of A:M. Open Ken's project file on the left and yours on the right. Then check the settings one by one in the Shaggy Actions in the Chor. Anything that is different may provide you with the information you need to resolved any issues. RODNEY!!!!! It's a pleasure to actual converse directly. I hope you checked out my first Exercise 1: mov/jpg I submitted (hint hint for certificate hehe). Awesome job on the fix as well. I thank you and Ken for this help. Once I understand what is happening I can plan ahead so as not to have to deal with it in future animations. Ken's fix was was so great!!! The only issue was the feet were a bit contorted (the foot nulls were basically crunching the feet and the body swayed side to side) but yours didn't. After getting Ken's fix, I went back (to completely understand what was happening) and took my original action I created and did exactly what Ken had said to do (delete the balance and rigid balance keys). When I did that, my action matched Ken's fix (feet crunch with side to side body sway and all) but at least it's not floating in air anymore and I understand what is happening. However, when I loaded your's the feet were perfect. It matches my first intended action. What did you do different? Very Much thanks to both of you, Jeetman
  24. This is awesome Ken. Thanks so much. When I created the original action, I moved the Rigid balance and balance sliders to zero. When I opend the "fixed" project, I noticed they were back to the default with no keys created. So because of moving the balance sliders, I created the keys. So in the future if I turn off the animate button before moving the slider to 0 balance (for both slider) this should prevent the keys from being created? I ask this because it's much easier (as I'm sure you know) to create an action with the balance set to zero in some cases (such as this IMHO). So it's the balance keys that are causing the action to not display properly in the choreography then? Jeetman
  25. Hello everyone, I want to do the Exercise 2: (Chorus Line) cancan with an interesting twist but it's not going well. I'm hoping others (who may have run into this problem) can possibly explain what is happening and can also tell me a way to get this to work. My idea is a 30 second to 1 minute short of the "cancan" dance that has gone wrong. My idea is nothing long or laborious (I think). It's just a quick simple chain of events that is bestowed on the unsuspecting characters hehe. In general, what I want it to be is shaggy's foot slips out from under him and he falls (quite hard) on the stage breaking through the floor which a loose board then shoots Knight into the air and he lands on Rabbit. Seems relatively simple. The problem is, my action for Shaggy is behaving oddly in the choreography. Here's what's happening: I created my action of Shaggy slipping and losing his balance and falling through the floor. I import it into the choreography and positioned it in the place where I want the action to happen (after the 3rd repetition of the cancan cycle where he's in the last knee up position). The animation adds to the underlying animation with no problem except it's not playing out properly. The way the added action is suppose to play out is shaggy's foot slips forward as his body is propelled slightly upwards and backwards and he lands on his backside so hard, that the floor breaks. In the action window, it looks good but in the choreography, he get's hung up in the air and his feet hang down all contorted. It looks like the model bone is limiting the motion. I could animate the model bone movement to place him but the action it's self isn't displaying correctly. It's easier to show you rather than explain so I attached a zip of the project and action so you can see my intended action and what I'm getting in the choreography. You will need v13 beta to view it though. I would really appreciate any help I can get with this. Thanks, Jeetman cancanfall.zip
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