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Hash, Inc. - Animation:Master

Caroline

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Posts posted by Caroline

  1. Yes, Raffi - this morning I prefer the first one too.

     

    I'm not sure he needs to stop moving up in this shot. I'd say keep him going.

    You said this twice, Rodney, so I know I'm not getting it - he doesn't stop moving up, it's the movie that stops. Should I make the scene longer so that he keeps going up?

  2. Well I don't know if this is any better or not - you kind of go blind after a while. Yes, Rodney, I do agree about the set. And the model.

     

    Changed camera so that it doesn't swoosh. Bal goes higher, and not so much flailing of limbs. Eyes go up then down, and follow through at the end with his behind up. I like this character - he's such a happy guy.

     

    k2_03_101_take.mov

  3. That's a great cross-looking Woot, Ralf!

     

    I like it a combination of both.

     

    1. Ladder (love King Bal scratching his tum)

    2. Striding from the first one - should he have legs, or is the expression enough?

    3. Far off Bal, scarecrow & woot

    4. Close up scarecrow & woot.

     

    I thought there were too many camera angles on the second one in a short space of time.

     

    I use Sorensen 3 Medium quality, but even then sometimes I am surprised at the file size being bigger than I thought.

  4. I do that all the time. However, I've got a little bit better at versioning. When I'm happy with the way one part looks, then I save a mov file under 'proj_name_a', and save the proj as 'proj_name_a'. Then I save the proj as 'proj_name_b' and work until I have another part good. So then I'm only losing one bit at a time. I also do Project Menu > Embed All, just in case my models are not in the project itself. If they are not embedded, then every time you save, you are overwriting the same model all the time.

     

    Looking forward to seeing a result. :D

  5. I'm definitely not an expert on this - I think I'll try it over the weekend.

     

    However, I can point you at a few links.

     

    Firstly - the video: Path Ease - Walk then Wave

     

    The picture from Robert Holmen that I've sticky-taped to my wall:

    http://www.hash.com/forums/index.php?act=a...st&id=14198

     

    And other threads asking the same question:

    http://www.hash.com/forums/index.php?showtopic=27825

    http://www.hash.com/forums/index.php?showtopic=26882

    http://www.hash.com/forums/index.php?showtopic=26616

    http://www.hash.com/forums/index.php?showtopic=26076

     

    Hope this helps!

  6. Hi, Eric - 5 point patches can be a bit odd sometimes.

     

    One of the tricks is to select your 5 points, and if the button does not activate, press the "." (period) key, then press it again. The "." key inverts the selection, so when you invert it back again, the button should be activated.

     

    On the rare occasions when that does not work, I have found hiding all but the few patches around the 5 points, and using the Lasso selection tool (Shift G) to select the 5 points works.

  7. I don't use sweeper, although I'd like to one day, but I did the first tutorial on the web site, and it worked for me.

     

    Did you create your cross section, and give it a named group? Then, create a path, highlight it, and go into Sweeper. Even though the dropdown for Cross-section on the dialogue window is blank, if you click the dropdown arrow, the named group should be there.

     

    It was for me anyway :)

  8. The Rise nulls use totally different constraints to the Path nulls.

     

    The Path uses Constrain to a Path, which means that you can specify whereabouts on the path the constraint should be (ie. Ease percentage, 0% at the beginning of the path, 100% at the end of the path).

     

    The Rise nulls use the Translate To constraint, which constrains each Rise Null to the corresponding path null. So there is no Ease percentage at all in that constraint. (There is an Enforcement, but that should be left at 100%).

     

    There is also a Translate Limits constraint, which makes sure that the Rise Nulls only translate together with the Path nulls along the Y axis (up and down), so Minimum & Maximum X and Z axes are 0, and Y is set to -1000 to +1000.

     

    [Wasn't there a song called "Percentage on the Rise"? Or something like that. Oh no come to think of it, it was Bad Moon, similar though. :D ]

  9. He (the shiitake man), in his instructions, said that he found that the animated map was better than volumetrics. I can't comment on that, as I haven't got to the map bit. I would have thought dust and forces would be the way to go though.

     

    But if you want to give it a go, have a look at Exercise 15 for the dust, and Exercise 16 for the fire, in TaoA:M.

     

    If you are trying dust, be sure to render it in the choreograph to see what it really looks like, as it does have a slightly different effect when rendered in an Action.

  10. I was thinking that your spline looks different from mine, but you've still got another 36 path nulls to go, so that looks right.

     

    The main thing that bothers me is that when I put my path nulls on, I didn't have the cylinder in there. I added the cylinder for the rise nulls, and the shape did not appear until all rise nulls were constrained.

     

    Your mushroom cloud is there fully shaped.

     

    This is my spline after adding the nulls (I think and hope - I have different revisions, so I hope this is correct):

     

    post-9673-1177715138_thumb.jpg

  11. I voted to have each exercise in it's own thread as now. I toyed with the idea of having a separate thread for each user, which would be fun to go back to, and more personalised, but it wouldn't be as easy for other people to find the exercise they are doing to learn from. And it is a learning forum.

     

    When I was doing TaoA:M, I looked through the whole thread before starting the exercise. This was so I could get hints on where people go wrong.

     

    What about archiving them by year, so they don't get massively long?

  12. I remember I had problems when I didn't add all the nulls on frame 0. One of the percentages (ease???) was off. I started again at that point.

     

    You also need to make sure that from the top view your control spline stays in a continuous straight line. It'll move on the other 2 axes, but be perfectly straight from the top. That's to do with the initial animation of the control spline, not adding the nulls - they'll automatically constrain in a straight line if the spline is in a straight line.

     

    I have to admire your sticking power. :) I've given up temporarily at the animated displacement phase.

     

    You can post your project if you get stuck, if you want.

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