Jump to content
Hash, Inc. - Animation:Master

entity

*A:M User*
  • Posts

    895
  • Joined

  • Last visited

Everything posted by entity

  1. Excellent rendition of a chainlink fence! Keep up the good work. I shall be interested in seeing it in the animation. Layered actions... just remember not to overload muscle or bone movements by moving things in two actions, still... in the chore you have the option to make the actions blend, replace or add... so there are ways around that.
  2. Still working on it, I think it's close to being done... WALK_RUNLg.mov
  3. Thanks to all that commented on the walk cycle, here I have completed the run and walk cycles and gave them stride length for a path walk/run. I put both cycles in the animation but each is the same path just rendered seperately. FinalTestWRLg.mov
  4. Is clumpyness for hair gone for good? Does the 'A:M I short' contest have anything to do with the 'Animated Feature film' Hash Inc. is going to be using to implement new features/changes/updates? If not, will the 'A:M I short' contest be a continuum of contests... or a one time thing? Why is it so difficult to restructure or change things in the "core" of Animation:Master? Why can't streaks have shadows/volume shading? Is that feature requested? I have a million questions, but I'll stop there so I can remember what I asked. Thanks for this opportunity, Rodney!
  5. OH!! GAWD!!! It's hilarious! I like it. It would definitely be something you would see on a childrens' show.
  6. Did I mention that Vern is scaring the Be-Jesus out of me? But I'll be there, without dispair. There is a contest here some of you might be interested in: http://www.evermotion.org/index.php?unfold=contest And you probably already know and are entering the "A:M I short" contest: http://www.iiistudio.com/AMIShort/index.html Come on guys... I'm going to enter both I think and best of all the "Evermotion contest" is due in FEB. and "A:M I short" is due in MAR.. So you can enter both and there is plenty of time. "no votes, just one beer"
  7. I need his foot to snap from the impact of planting it down- you know- to show weight. I could get in there and smooth it out, but it may take away from the weight too much. I think I've come to a point where I am very happy with the result. I like the snappyness... it gives him character. I'll come back to it another time to see if I feel the same about it. Thanks ALL! You guys ROCK!!! And you taught me a lot about animation today.
  8. Yeah, a little helped. I just never knew so much was involved in a walk cycle. I thought they were supposed to be simple. I guess not when you're doing human anatomy. testWALK2_10_03Lg.mov
  9. Nice MODEL!! Your coming along nicely, DUDE!
  10. pertty RoBoT! Very stylistic. That is definately comicbook style there. What do you plan on doing with this character?
  11. Here it is again... hips settled down... they were on a 7 degree rotate... so I took the hips down to 2-3 degrees at it's peaks. Changed the compensating torso movements to match. Thanks for all this help... it gets better and better... AND I'm learning. testWALK_10_03Lg.mov
  12. patsommer Posted on Nov 3 2004, 11:17 AM I kind of like his Fem walk... just a personal choice... Okay, I smoothed the movement of the torso a little. EDIT: All I have to do now is swing his hands a little and bat his eyelashes and he will be gay... QUIKtestWALKxLg.mov
  13. KenH Posted on Nov 3 2004, 08:30 AM Okay, looks like I need to smooth the upper torso bones movement. The hip movement makes it *snap*. I'll be getting back to it in a couple of hours. Thank GOD, I'm on vacation!
  14. Sorry, to post so fast, but I just have the time to do this right now without interruptions. I'm in the process of moving right now, so I'm planing to move the computer on the last day... thursday to saturday, I may have to wait for my connections to cable. Hopefully, I won't have to wait that long for a transfer of service.- patsommer Posted on Nov 2 2004, 08:37 PM I'd say that helped a LOT! QUIKtestWALKhipLg.mov
  15. Maybe give him a weird hat and a crazy belt. His feet, I would think could stand to be "like" his hands more. That may make his proportions more equalized. And as a side suggestion: maybe he could have a bulbous neck that inflates when he talks or something-- or maybe even jiggle? But that is totally up to you... because it could be a little overkill.
  16. Looking good! It looks like I would expect a robot arm to move. The textures are just perfect for him, IMO. Good luck on rigging the rest of him.
  17. I agree! It looks better... I'll be watching for the update. Looking great!
  18. SeanC. Posted on Nov 3 2004, 01:27 AM Sean, Exactly what I was thinking, so that means I could've gone the conservative route and made the "foot lift" level lower... or I could follow the suggestions of giving him a more emphatic walk. I think I will also pursue a lower level walk that is more casual. patsommer Posted on Nov 2 2004, 08:37 PM patsommer, I have had bad luck with adding hip motion... but I'll try it on the next revision. Seems when I add hip motion the walk becomes more feminine... not that guys don't have hip motion, just that it would be such a small amount added, is it worth adding? EDIT: Forgot to upload the test animation: QUIKtestWALKLg.mov
  19. You have to see what I mean... I am only using smartskin on the abdomen area... so all the other smoothing skin is just fanbones. It doesn't have to be perfect... he's going to be wearing clothes eventually... and I want to keep my options open for that area, so smartskin in that area is a no-go. But I will probably try to reduce the rolling of the bicep (just enough to not break the streatching pec) and increase the lower arm swing, as was suggested. I think that will solve this, and roll only looks weird, in the pecs area, when he has his arms at his side- at -90 degrees. (as you can tell, I'm trying to get out of re-rigging that area that caused me such pains.)
  20. ... and if you want things to glow with less intensity... lower the intensity too.
  21. Well, I believe my advice to you was wrong in that case. Try putting your speculars settings back the way you had them and use more lights... if you are already using 2 or 3 lights reposition those so the highlights/textures show up more, because you want people to be able to see/feel what your character looks like and is made of, unless you want him to be shrouded in darkness the way he is. Did you input a diffuse setting for his clothing or materials? ---- all this is assuming you want his textures and materials and surfaces to be seen. If he is supposed to be a shadow creature then ignore what I'm saying. EDIT: Just keep playing around with the textures and lighting til you find what you are looking for... is actually the best advice.
  22. I've been wrong before. What types of surfaces are you trying to show on the Dark being? leather, black chrome, stone, plastic?
  23. Yes, Thanks for coming to my aid. I'm going to rest a little before delving into this walk again. robcat2075 says: william gaylord says: modernhorse says: hypnomike says: Reply: Everyone, Yes, the walk needs the toe-push off... and a little more of a "heel plant" before "foot down flat"! It's hard to see from the angle of the camera, but his feet actually angle outward as they leave the ground and the leg swings outward a little and then comes back toward center again before planting the foot. hypnomike, As far as changing the speed--??? I don't think that would help IMO. It seems about right to me. I could tweak that too, but I have no context to animate this walk for... tempo/speed would have to do with timing and it's just the cycle I'm concerned with right now... the rythm and mechanics. It is noted though for future use of the walk. And Robcat it has lost some of the weight I had before. I felt I had to much... this maybe what it needs to, just a little... I don't want him to get too exaggerated. I'd be lying if I said I was going to look into that, so I'll look into that. WARNING: inside joke--> Depends on which Bar you happen to stumble into. And KenH, Okay swinging the lower arms adds weight also, and he needs that but when I walk, I don't swing my arms very much and not even as much as he does! ... and both shoulder joints have the same problem when the clavicle is moved. It's a long rigging story, but he was built as good as I could build him. What's causing that is the bicep roll. The roll moves some of the fan bones a little, but not enough... without getting too post heavy... I can't mechanically fix this and I'm not ripping his rig apart again for MY SANITY. Finally, I have to roll the bicep so I can swing the lower arms forward and back. Don't feel bad starwarsguy and ddustin! I've been at this for 8 months with my first attempt at building a semi-realistic human. This is my second effort and it's been about 6 weeks. It gets better as you go along. Just keep DOIN IT! Way back when I first got A:M version 6 my work wasn't even close to your work. When I got A:M version 8.5, I learned a lot more and built my first humans- I'll look for some old work to show you so you can see my progress...but later... for now, thanks for the replies and don't feel discouraged.
  24. I got it as smooth and as even as I could, but he still has a slight hick-up in his walk. I've BUSTED MY BRAIN over this. There's hot neural fluid leaking from my skull! GmanWalk3.mov
×
×
  • Create New...