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Hash, Inc. - Animation:Master

entity

*A:M User*
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Everything posted by entity

  1. She is a FOXY wabbit, ain't she?? Her hair can stand to have some variation like the drawing you did (Very good drawing). Length, position, direction and thickness could be tweeked til you get it the way you like. Other than that, LOOKING GOOD so far.
  2. Rodney, I agree with not confusing the customer/user. I'd ask Yves about what materials could recreate a similar "greebly" surface. In fact, the materials plugs he created in the past should make it feasable. His work is at www.ypoart.com. *EDIT: Look in the downloads section... not sure if these all work in 11.1 but it's worth a try.
  3. You are a community oriented guy aren't you? "Posts: 4,323". Can't wait to see him in or on cloth...
  4. Forget flipping-- get a new map or clone stamp one in paint program/photoshop!
  5. ----Un-natural! Super-natural clown?
  6. I understand. If you compare the two (the first post with the new) you can see I really took it away. At least he was bouncing with the walk in the first post... now he basicly "glide" walks. It's magic! (just kidding) I admitt, I'm afraid to fix it for fear I have to adjust something else because I change the weight. Something else WILL look bad if I change it, but it must be done. Thanks for your EYES again.
  7. Lots of potential in the animation realm with this guy. Ken are you planning anything special with this guy? (Like is he going to really have a HO-house with Mr. Bigboote's girls in there?) There are all kinds of Jokes implied in just his face alone... not to mention his stylistic clothing--- Where's the fur coat?
  8. Zach--- You are a genius! Very tight and clean animation (And it reads well)... I like the toon look too.
  9. Mr.Jage says: Umm... He's not suppossed to look drunk, just depressed and angry. But he does "look" drunk. ddavis says: That was shaded view-- really fast...less than 15 minutes total. The Final render version took 45-50 seconds a frame for a total of 3 hours. Remember-- this is at 640x480. I didn't render with the hair though, it would have taken twice as long. No skylight rig, just three lights there and multi-pass set at 9[3x3]. All of this just for a TEST! I will bring a few of the bad versions to show how I progressed. I work nights... it would never work. I only have one day off a week now that the guy I work with is on temporary disability. Maybe when He comes back I can set some time for you (You should ask all the MAAM group to tutor you)... but I don't think you really need it. You just have to spend more time on it (TIME? What's that?I never had any!). I have a final render so you can see the textures and lighting better. *as a side note: I made and used a proxie model for his actions after my first post here, and found that it made it easier to SEE his movements in a more basic way. I suggest making a proxie model for blocking your animation, everything becomes more clear. Dtest3FNLLg.mov
  10. That is a great IDEA!! I never thought of that!!! I guess if you wanted, you could have a change of hairstyle by adjusting a slider... KOOL!
  11. You could-- if you have time-- render some of the parts up close and laying flat to the camera (without perspective) arranging the lights so that you can render them with the DT textures to make a bump map of the individual sides. Then just Decal those maps onto the bare shapes. Even using displacement a little might help re-create what you did for the original MASTER-piece. I think someone posted about this before... as a way to cut down the render time by rendering a flattened view of your object with the material applied and then applying that render as a decal. I think.
  12. I cleaned it up a bit and changed the camera to not pan+truck. Now the camera is locked down and doesn't move so the movement is easier to see. Also changed the lighting to fit the mood more. Dtest3Lg.mov
  13. I could be wrong about that... I'm sorry... So People!!! YOU BETTER HURRY UP, Because obviously we don't have much room left... If DON says we don't have enough room it's going to be too LATE.... You will have lost out on a GREAT OPPORTUNITY!!!
  14. The next thing I will look into will be any pops or bumpiness in the action and try to figure out how to either smooth them out or fix the timing. Thanks to you guys, I'm learning a lot about how this character should be moving basicly. It seems like the process is: 1) Block action. 2) Define action. 3) Clean up weight and timing. 4) Smooth out bumpiness and/or pops. 5) Goto step "3)" again if necessary. 6) If it is acceptable, continue to next scene/segment. I plan on adding lip sync at some time, but I will have to do that in another action, so I can SEE the face better, then in the chor I will layer the two actions and edit in the action windows accordingly. Basicly, I'm trying this out to see if it will be a good way to work. Does anyone out there do it this way? I'll post results after trying to get rid of these pops/ bumpiness problems. Mr. Jaqe wrote: Actually, that was my 23rd render.
  15. LOVE this characture! NOW that is FUNNY! Looks like he works in a circus or on a broadway show. Unique. Looks like he will be fun to animate, too.
  16. Consider the motion and direction he is moving you are right... but sometimes some things can be "unatural" when you take a snapshot in real life too. Especially in sports photos. Try to strike this pose:
  17. He is a fighter pilot. He just came out of a space battle where one of his pilots was killed in space... and now coming into the debriefing room, he deals with his feelings by himself.... Anger--> frustration--> sadness/depression one scene out of many, but it's one of the hardest... so I tried it first. OK, seven?
  18. Yes seven, I do! And so do you. I enjoyed your "Thom with Hunter Dynamics", but you must understand that you are pushing the limits between humor and distastefulness. People are not used to seeing the A:M icon with genitals... so just warn us next time that there is genital nudity (The rating for full frontal nudity here in America is "X".) Try to keep your work within the "R" rating which is "Brief nudity"- and you may get more positive feedback. Still, I admire you for your humor and I understand your joke, but there are others that weren't expecting THAT.
  19. Okay, Smoothed out some of the movements and tonned down his bounciness in the hips. Still have the hands and a few pops left here and there to fix. More to come! Dtest2Lg.mov
  20. "Limited space"? Umm.... When did that problem ever occur? How many members are there, again? I miss one meeting and suddenly... Well, I'll do my part to make more space- I promiss not to gain any weight!
  21. Yes Ken, I'm using IK with foot/thigh targets. I didn't want him to lift his legs too high... he's almost dragging his feet. Each step slopes in long- out short... so his walk looks more laborious for him. I gave him the "jerky" shoulder movement, because it makes him look like he has a chip on his shoulder or is angry about something. I tried making him collapse onto the cube, it looked good, but it's not what I wanted, so I toned it down a lot and added the forearms/hands thrusting down after he sits to show frustration. I plan to have him put his hands up, with his elbows on his knees, and then rest his face in his hands. Then he will take a long deep breath and sigh. Anger--> frustration--> sadness/depression Thanks for your help! *EDIT: Forgot spellcheck!
  22. I like it... but the raindrop character needs some shine-- a nice strong thin specular highlight! It would be funny if he cried and the teardrops turned into drops like him.
  23. I fixed some of the keys and went through and deleted a bucket load of unnecessary keys and got it down to the basic blocked motion. NOW He doesn't look like he is stabilized. HE LOOKS DRUNK!! It's soooo funny. But it's better than the last one. I'm going to work on smoothing that out next... and then the hands & fingers. Thanks for any comments. Dtest1Lg.mov
  24. Are you using "Displacement" for the tubes... if so- That is where your going to "pay up" in time. If so ... try using a heavy bump map instead, just so you can see the difference in time there. That is, if you are using displacement.
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