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Hash, Inc. - Animation:Master

nyahkitty

*A:M User*
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Everything posted by nyahkitty

  1. Very curious. I decided to try mixing actions with a different model. So I used Dodger the Squirrel. The transition was completely smooth. Is Thom known for having issues? I got him off of the 2004 CD. If it's just the model at fault, then I may be able to continue practicing without a problem. I'll just use a different model. Hmmm... I wonder if I should strip out Thom's old skeleton and add TSM 2.0 rig to him instead. That might be cool.
  2. Very nice, the spline ridges on the forehead are very minor. What have you done to make it that smooth? Also, the spot where the cheek develops a crease, usually that connects to the nose above and behind the nostril, rather than below or beside it. Try a big smile in a mirror to see what I mean. Like I said though, nicely done so far.
  3. Here's something curious. I've built some more cylces and layered them in a CHOR. I've used the same technique for transitioning between actions. I notice intermitant popping with some CP's and some bones. I have yet to spot a pattern. Can anyone tell why this is happening? File attached to this post. The WAV file is not included, so it is not neccesary to link the CHOR to that. THOM_WALK.zip
  4. The codec is Windows AVI MPEG4. Thanks everybody. I had a challenge with a smooth transition from one walk action to another. After much digging I discovered the answer: -set all walk actions to blend -when transitioning between two actions, set keyframes for the blend percent of the action you are transitioning into. That next action will take over completely at 100%. -Do not set keyframes for both actions where they overlap, as if to crossfade them (Thom went all wonky when I did). So, I did not need to use a new CHOR action inbetween the two actions I wanted to transition. Of course, part of that may have been that they overlap each other. This was a skit for fun after spending several hours dinking with walk cycles. But it is correct that I would want full-figured framing of the action if I were to make a presentation to a client.
  5. I've started to explore walk cycles, in preperation for a project I may get to work on. This was created all in one day and is six or seven actions all layered over each other. I forget where the music comes from, but that's only there temporarily for entertainment value. Thom Walk Enjoy!
  6. You may already be doing some of these things, but here are my comments: It may help to look at the model in shaded mode and not wireframe mode, in order to spot any unwanted creases or dimples. I don't know if you are familiar with the TV show The Dukes of Hazard but the main car featured in that show had the doors welded shut, so the characters could get into it quickly through the window. Right now your doors look like that is how they would function. The shape of the doors look good. You might wish to model them as seperate from the main mesh if you want them to be able to open. That's all I can think of right now. Looking good!
  7. Another thing to keep in mind for semi-realistic objects is beveling. The holes for the wheel wells and head lights could be extruded a few times to make a nice round edge to catch some of the light. hatches Basic Splinemanship Gamma's Modeling an Aircraft Engine The Advantages of Beveling Those links should keep you busy for a while. How about creating a car tutorial after you've mastered the subject? You seem well on your way to doing so.
  8. Thank you everyone for your kind comments. Rest assured that a redesign will happen. Dodger has been a bit of testbed for any technique I've learned. I think I'm close to having everything I need to perform a proper do-over. Anyone have a set of good reference images of grey squirrel hands, ears and fur colors?
  9. Now here's a render with the fur groomed a bit and some proper lighting. For some reason, the shadow doesn't seem to be in synch with the model. PC 1.5 ghz Intel CPU 1.5 gb SDRAM 1 hr 15 min 4 lights 25 pass I wonder if I can get similar results from realtime render compositing technique.
  10. I've changed the model's overall ambience to black, but left ambience at zero and stuck him in a CHOR. I think that did the trick. I might lighten the greyscale value a bit. The next step will be to adjust the hairs.
  11. I think the guide splines are at 3 CP's right now. I'll experiment, but are you thinking 4, 5 or 6 CP's? Also, I notice that the light part of the fur seems artificially bright. I wonder if that may be becauseof rendering in the MDL window.
  12. Hello, I decided to play with hair in preperation for a project that calls for using the hair system. I'm really liking the results I get, but I'm hitting just one snag right now. The character in the image is Dodger the Squirrel. His fur seems kind of poofy, but squirrel fur in general is mostly flat for the main body and head. I think I may have flattened the hair guides as much as they are going to go. So what else can I do to flatten the hairs more? Right now, he seems to have cute kitten fur.
  13. -Go to the menu bar at the top of Hash A:M -Tools -Options -Rendering -check to make sure Particles/Hair is marked as ON Also, if you adjusted any of the settings on the swarm, make a new swarm model and then compare the settings between the two to see if there's a hint of why you're having a challenge with the swarm you modified. I am not seeing the virus model showing up in the swarm, but I added a new swarm and now the instances are visible regardless of if the swarm model itself is active or not. Strange....... At any rate, if you solve this, all the other settings should be keyframable in order to make the baby viruses fly out.
  14. You could make that thing into an orbitron.
  15. And here is the original two shapes: complex_non_boolean.mdl
  16. I wanted to see how far this can be pushed. It already seems there's a few things I can do differently to keep the surface smooth and to respect the geometry of the lathed cutter shape. A fun tutorial would be to figure out as many techniques as possible for smoothing creases, pinches, and dimples. I like perfectly smooth geometry. Right now much tweaking and applying the porclein MAT is neccasary to achieve that. And here is the MDL file: complex_non_boolean_04.mdl
  17. Here's a little something I decided to do for fun:
  18. I imagine that there are a few questions to be answered: -Even though there are the Quick Start video's for sale, would there be a demand from beginning users and/or very young users for talkies in similar form to what I attempted here, but more refined, with less complex subjects to tackle, in a more focused manner? Really just thorough, easy to understand coverage of the basics. -Talkies are traditional and I feel more comfortable with them, but what place do they occupy in the Hash A:M user base anymore? In what way are they still useful in view of WINK (and I hear audio annotations will be a new function in Wink 2.0)? Talkies = standard combined video and audio file, reduced in size by using a codec. WINK = heavily practiced, edited, and polished Flash format video. Sometimes with audio narration but commonly just text directions.
  19. *returns from watching the three WINK tutorials* AIEEEE!!!! Well I guess I won't be needing these...... *tosses the notepad and pencil over his shoulder* Seems like we're all on the same wave length... more or less. Guess I'll just have to see what other nifty techniques can be discovered for desimenation to the masses. Right. For posterity, I shall submit my thinking on what I was trying to create: Anyone familiar with the 3D Buzz VTM's know's they are a lot of fun to watch besides being useful. Thus the more broad coverage of subject matter and the length of the original video, besides discussing a bit more than just the steps for how to make something, but also why it works. Of course, what Jason Busby and Co. deal with is a bit more technical and complex than Hash A:M, so half an hour to an hour is nothing. I think one advantage in favor of the 3D Buzz VTM's is that they usually include input from a room full of sleep-deprived students and a very experienced teacher to hold it all together. For the most part, all I have is me... so there might not be much there to hold the interest of the audience except, "Here's how to get it done." I like talky tutorial video's because it just let's me work, whether I'm following a video or making one. I also like working at 10 FPS in real time as this seems to allow me to naturally gesture when indicating some part of a model or function. However..... -Hash A:M is relatively simple. -Many users are hobbiests or professionals with limited time on their hands to devote to training materials. -WINK is free and easy. -Artists hopped up on a diet of oreo's and cola and hard at work at 2 am in the morning have a slightly reduced attention span. Hmmm.... All things considered, most basic tutorials should therefore be short and sweet, while advanced tutorials of greater length should be broken into smaller bite-sized pieces. This seems to be what everyone is indicating.... I'll endeavor to learn something from the whole experience.
  20. Vern: Is your Mac WMV player current? I downloaded the wmv 9.0 just recently. I wonder if it's the settings I have this video at, such as FPS or some compression setting. Hmmm... I suppose Wink or Camtasia are going to be the next step. Looking good so far guys. Keep 'em coming. I think I see a pattern developing. I'm pretty close to pushing a revision through. *scribbles more notes and utters humming sounds in deep thought*
  21. Thank you Mr. Rodney sir. *scribbles some notes and then looks up* Next!
  22. Yay. Glad to see someone else has figured it out as well. Personally, it doesn't seem that hard because all I do is draw the shape of a hole and then attach to a model's conture and work from there. Good job.
  23. And now, from the people who brought you, "Design Critique's Please =^.^=" comes an exciting new thread that's sure to please the entire family.... A tutorial video on doing something in Hash A:M similar to booleans in other 3D softwares: Booleans in Hash A:M Ok... the nitty gritty: It's long, winding, grievously compressed......... and it's mine. So here's your chance to take a pot shot at it and see if you're on target. No really, I want you to tear this thing apart. I want it to turn out well in final production. I've already got a boatload of notes on changes to make, but I need to hear your impressions and observations. Remember, I asked for it. ..... ....
  24. Yes please, a picture would be most helpful.
  25. There has got to be a faster way to pump out an image like that. Excellent work. The robot looks familiar. Like a design I've seen in a comic book. Something about the robot being a disposable assassin. Yes?
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