sprockets Shelton's new Char: Hans It's just donuts by ItsJustMe 3D Printing Free model: USS Midnight Rodger Reynolds' 1950s Street Car Madfox's Pink Floyd Video Tinkering Gnome's Elephant
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

entity

*A:M User*
  • Posts

    895
  • Joined

  • Last visited

Posts posted by entity

  1. That is a very interesting idea... but I think you could get more an organized way... which would be to allow limbs and other members to be individualy manipulated for size/ length and the head having it's own set of size length age changes. As well as modifing the clothing. But clothing changes would require a new mesh I think... It's a great idea. If I didn't want to model or found it too difficult or ran out of ideas I would purchase such a model, at least for background characters. It would be simple to just instance a character like that, and just move sliders and turn on or off different parts of the character for each instance.

    Unfortunately, I'm not in the market for such a handy item, because I want my characters to be semi-photoreal. I'm sure there are lots of users who want this though. Ease of use will probably sell it, as well as an in depth tutorial.

    Thanks.

  2. There is a freeware composer out there if you are interested...

     

    http://www.anvilstudio.com/

     

    Anvil Studio has a simple interface and you can import the midi files into fruityloops and use the hearty soundfonts they supply with it for a great sound. I've been experimenting a lot with this. There are many free soundfont sites out there.

     

    In fruityloops you have to right click on the imported midi tracks and create SF tracks, then copy your midi track and paste in a SF track, then load a soundfont. It's not the easiest way... but I don't have the money right now to buy a fully operating program... so I just port midi files between freeware programs and use each ones best capabilties. I know fruityloops has mostly everything in the trial version but sometimes it's nice to see the "notation"... and have the ability to score a continuous track beyond the looping points. I guess that's a matter of choice.

     

    I've included a sample. Sorry for posting so late.

    Midi_Songs.zip

  3. I'm used to waiting for WMP to open with an animation because I do a lot of browsing... I might browse about 15 sites minimum... and they seem to lead me to about 15 more sites---> so I usually have some kind of snackfood nearby... so it takes the same amount of time as picking up a pakage of cupcakes, to start playing. And it was fully loaded by about quarter of the way into the vid. I'm using cable-- Don't recall the speed. No jitter... no hiss... no buffering stall after starting.

     

    Thumbs -up! B)

  4. I think it looks fine as is... She seems to me to be calm... so her mouth movements should be lazier than normal. But we don't know her yet, so we are seeing this out of context.

    All we know is she is a Vamp. She's an ethereal character so I think that she NEEDS something wierd or odd in her movement.

    If that's how you "invision" seeing her say it. But don't change it to suit a technical perameter acording to the way humans act. There are no guidlines for human emotions or actions. It's all relative and changes with each persona and generation.

     

    *EDIT:

    You payed for a URINAL picture. :blink:

  5. I say include both...

    one with pupils and one without-- or at least use a pose slider for it. That gives people a choice. You could change the properties of the clear part of the eye to become opaque and white+ more ambience, and I guess it could be an off/on pose at that...

     

    I like the classic-- without pupils. They look sooo heroic without them-- beyond human. It kind of just looks like a human wearing a costume-- with pupils.

  6. What about DAVROS? Will they be fighting the Cybormen? I remember, there was a war between them... or they had joined forces at some point. Doesn't matter, they both loathed the Doctor.

     

    You could use a strong rim light, on them to define the dark blended edges.

  7. Zack is 14... and these guys are 'super geniuses' compared to us old foggies.

    Translation=No break. 

     

    To quote Dr. Z. Smith of Lost In Space (the 60's version)---"Oh... dear."

  8. but now I need a way to affect the "skin" so it appears the scapula is actually moving underneath it.

     

    Sorry, I didn't quite understand this the first time I read it...

    ... there it's seems you are asking for a bone to affect a cp as it moves past it --"in time" rather the cp movemnet should be when the bone is near the cp. That feature doesn't exist, yet.

    Any Fellows out there that could suggest this feature for version 13?

    "A special bones mode in Action and Chor... that could affect a target cp in time/ distance."

    Yves? Are you out there?

  9. Actually,

    If you shape the falloff of a bone for weighting and join bones together in a pattern like muscles using the main bone structure as "bones" and the secondary weighted bones as "muscles". All you really need is a couple of targets and a muscle bone. The targets would be the attached muscle points and they would be children of the respective bones that drive the attachment point. One target is a "translate to" and the other is an "aim at (only in the z axis=on)" for the muscle. You could just make the muscle a child of the bone... but the then the bone has control over it's translating... you may want the bone to be translating less or translating to two bones, so I use a two target bone system when I don't want to have that happen.

     

    You also can have a chain of bones (that have spherical constraints so they don't twist the mesh sideways and such) to represent long muscles that wrap around other bones.

    I've tried all of the above and found that it works fine as long as you are mindful of every bone you use and give them proper names rather than "Bone245".

    You end up with a very heavy rig... so you should make a proxy model with the [main bone structure only] in it for animating... that is, if the rig is too heavy for you to run A:M without problems or delays.

     

    Just some suggesstions

    Any other solutions?

     

    *EDIT:

    If you shape the falloff of a bone for weighting and join bones together in a pattern like muscles using the main bone structure as "bones" and the secondary weighted bones as "muscles". >>>> What I mean by SHAPE is to change the falloff X,Y,Z sizes in the properties of the bone- near the bottom of it's properties.

  10. i bought a:m like 2 months ago and after the 1st month mirror mode died on me even on freshly copy/flip/attached models!

     

    GUYS!!! He's 15 yrs old... give him a break! If he can CFA don't ya think he can find the button for mirror mode? It could be the tolerence setting in his options panel?

  11. The A:M online video tutorials have the subject pretty well explained:

    3:30 minutes into the video they talk about stride length...

     

    the link direct to the video: http://www.s1.hashmirror.com/ftp/VM/walk_w...walk_wheel.html

     

    Or link to the actual page (it's the walk/wheel cycle tut under MISC.):

    http://www.hash.com/VM/

     

    That pretty much explained it for me.

     

    EDIT:

    Ohh... and if you should change the size of your walk cycle remember you have to do a new stride lengh setting for it, too.

  12. I am looking in particular for artists to contribute high-quality, high-resolution superhero images created in A:M. Here are the parameters:

     

    --NO FAN ART! The characters in the art must be original, no Marvel or DC heroes, no well-known manga characters, etc.

     

    --High quality: modeling, posing, composition, rendering must be pro-level.

     

    --Dynamic, action-oriented art preferred over static character studies.

     

    --High-res: this is for print reproduction

     

    --DO NOT SEND ATTACHED FILES: I will throw them away unlooked-at. Please only send links to art on the web.

     

    Size's your looking for? 300 pixels/inch or 600 pixels/inch?

     

    What is the print size/specs for a "spread"?

  13. Have you considered using displacement maps instead of splines for the stomach muscles? This would reduce the spline counts but might increase the render time which would defeat your original purpose.

     

    Yes, and this model doesn't require it because I won't be showing this much skin. It is a starting point so I can model the clothing over it later. I plan to actually make his clothing as a seperate piece but use the same bones... then, deleting the "under" body and using only the clothing and any part of him that is exposed. I plan to do this for each costume change for the character, so I end up with several copies of the character in different clothing- or even states of decay or transition... depending on what the story requires.

    And as for detail... my story isn't exactly serious drama or something... so I like this stylized look you get with a low patch count, also I tend to lean toward comicbook art influences in the way I draw and visualize things. This style suits me--(Semi-realistic).

     

    One note, from the tests I did once, the number of patches in a model does not greatly affects the render time. It affects the load time though. But if your main goal was to reduce the render time, then getting low patch will not really get you there.

     

    I'm aware of your test... Load time and rendertime are not as much of a concern as getting the rigging and poses done efficently and not having to spend so much time on tweaking mesh and bone. I just want to create a nice neat character that is flexible and has that semi-realistic look.

    I'm not trying for realist--- I tried and the mesh/bones are just a headache for me--

×
×
  • Create New...