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Hash, Inc. - Animation:Master

entity

*A:M User*
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Everything posted by entity

  1. If you want to examine the project... without the textures... Project1313.zip
  2. And a slo-mo version (stretched out in timeline). Simulated so the dynamic constraints would make keyframes. DynamicHitHardSlowLg.mov
  3. Made a proxy rig... all of the bones have dynamic constraints. In the chor I constrained (orient-like limbs/torso-- and the pelvis is translate-like) the rig(main bones/limbs) of the hero character to the dynamic bones of the proxy. This is the result: DynamicHitHardLg.mov
  4. Your thinking is highly critical and much appreciated... but don't you think that it really doesn't need anymore movement in the hips? And yes it is very difficult to get the motion of the cropped out portions... the legs... but his leg does jerk in the reference at that point also... just roto-ing the angles led me to the result... not perfect, but better than any attempt I could imagine on my own. Thanks Robcat. For my own needs, though, I think you are right about the smooth arcing. EDIT:: I just viewed the link and it seems that the animation is missing the last 2 frames of the animation... when I compressed it, I think they got dropped also, where his hips move more! Darn!
  5. The DV Garage site has some really good tutorials on the site... and they even have grunge maps to download. You do have to sign up to enter the site, but it is totally free. And a good place for skylights is the Jeff Lee Skylight Site or Yves Skylight Rigs Tutorials & Models. Hope the above links can help you.
  6. The model has to be embedded for smartskin to work? No. The project file you posted doesn't have a model in it. You could embed the model so it is saved in the project... the textures that are missing you might want to include also in the zip file... please.
  7. Cookie cut maps uses a color or the alpha channel to "cut" part of the map with that color or alpha channel. It's a color map and transparency map rolled into one map! You could do the same thing with a color map and a transperency, but with a cookie cut you get a cleaner result, I believe and you don't have to make 2 maps!
  8. Heres the reference vid I used as a reference in the action. HSMreferenceLg_Prog001.mov
  9. I found some files of martial arts wizs that display the talents of some respected stunt people in hollywood before they became so hot they don't need reels of their work anymore... I'm not sure if their is a law against rotoscoping to someones actions on video, but it's good practice for me, since I stink at animation... Maybe I should just make an online comic-book instead of trying to flesh things out in animation. By no means am I finished with it--having problems with getting the hands to stay put--FK. I'll post the reference vid in the next post Check out the result I rendered out... HSM1Lg_Prog001.mov
  10. NICE! Can't wait to see it all...
  11. Thanks Don, You always come through! Always organized! I owe you some tut time now (just let me know when, probably at any weekend you want! I'm all yourz.)... ... ALL you guys are great! Sorry I didn't stay for the rest... John and Scott I'll definitely have to see your work next time... I know I missed something and wished I could have stayed. Mech-- sorry about the shoulder thing...(I finally remembered that I used smartskin for the clavicle to move the bicep's translation)... I don't think I ever solved it for smooth shoulder upward movement. I'll I.M. you from the forum if I come up with something. Zach, I'm so glad you showed us how to create the "Post-Extrapolation Method"-(accumulate) ... Vern, I'm surprised by the detail in your models... even God would be impressed (that you appreciate all those molecules). Oh... And John... I'm not going first next time, no matter what you say! Maybe there should be a rotation of first show-n-teller. Gee, thanks a lot Vern. I'm never going to animate AGAIN! FALSE!
  12. Keep up the ARTFUL elegance!
  13. I hate to say this if it was expressed before on your thread, but do you think separating the clouds by slight color changes might help seeing the depth of the clouds? And I think the clouds should move upward arcs. That's just my opinion... cause everything looks just wonderful as is. Thanks for your "consistent persistence"!
  14. Are your cp's within the "fall-off" of the bone? Are all your bones properties for "Has Fall-off" --On? As a side note-- "remove cp weights" doesn't clear the cp's of their assignments, it just removes the weight amounts or resets them to 100%. To return the cp's to their original state, you will have to select the model bone (by clicking in a void area of the window until the model bone is selected) and select the cp's you want to re-compute. That's what I recall. Haven't done weighting for a while, though. If anyone has more info... please help me here.
  15. I saw the same thing here. In the relationship window, I chose to select the cp and delete it's keys by hitting delete. Then I went back and moved it where it needed to be. Hope that's what you were asking about. Anyone else out there have a solution?
  16. I have an idea... You could add dynamic bones (whereever you want jiggle) as children of your bones... and have them control the cps. So, the bones you have now control the dynamic bones. BTW you are a rigger extraordinare!
  17. He's a TD at heart! But I think he needs to hear a producer say,"We are going way past deadline with this thing! Do you know how much this is going to put me over budget!" Great job, Zach!
  18. KenH Posted on May 11 2005, 06:58 PM Thanx, man. luckbat Posted on May 11 2005, 09:04 PM Yes. I guess I stated that politicaly incorrect. apprentice Posted on May 12 2005, 03:32 AM Thanx. She can be anything we wish her to be! The animation is a test for the rig, only. Did not intend to show my lack of animation skills. Besides, if I had just done a fly-around of a still model, you probably would have said,"Can't wait to see her animated". The dynamics simulate on the fly, but don't on the render... trajcedrv Posted on May 12 2005, 05:56 AM Thanx. I'd do almost anything for Hashers and Splinefolk. EDIT: Have a lot of work to do on the phonemes... changing the "face" of GenMan to GenWoman dramaticaly distorted where the cps end up during the height of the pose. Her hairstyle is embarising... I won't even show you that yet. A few more days/nights work and I'll be done.
  19. Hi Splinemeisters, Nothing special. Just made a female GenMan. Have an animation of her using a slightly altered action used for GenMan walk. I think I'm going to revise GenMan a little, there are some things I overlooked in that model, that I fixed in MrsGenMan. Should be posting her soon. WmanLg.mov
  20. Even if it doesn't run in v12... I can still make models in v11.1 and bring them into v12. Correct?
  21. Fantastic... I'm sold. So I guess after I finally get my upgrade to A:M v12, I'm going to get this... many ideas!
  22. If you decal a straight on view it will not be correct in the camera angle. You could just put your character on the opposite side of the mirror-- take the mirror out and composite it in... it would be a lot more work, but if it is soooo important to get this scene in perfectly it's viable. To continue... you could render your scene with the mirror as a bluescreen or whatever color is not promenent in the scene, from that you can create an alpha or hold out area. Then once you have that you could rearrange the scene so the camera is at the correct angle (I think opposite the original position?) and use the render you did (that has a hole where the mirror is) as a projection rotoscope. Now you can render the scene again with the new angle view through the mirror hole completes the effect. I know it sounds complex... but if you have no other option it could help to try it. Does this seem close to what you want?
  23. Un-natural... surreal... you could go deeper than that. You are using such simple camera angles, and that takes away from the "shock value" of this strange style you have developed. But, I LIKE IT!
  24. Rob, If he doesn't stop to kick or slowdown... he would fall forward. I think that would change his concept too much. Shaggy must fall on his A** to make it funniest. I agree with the hang making it more emphisized, though. I love this animation.
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