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  1. Redo on the female giant...I like the varied hair colours. Christina: SkyCast is something we use all the time professionally so we'll keep updating it. Although it 'should' stay compatible . There are a couple of tutorials on the website, and I'm reasonably active on the forum if you have any questions. Skycast will scale any image you load as a base to 512 x 256 before running. The action is dropped onto a SkyCast light model in the choreography. These images are rendered in version 11. Xtaz: Yes, because the clouds have very little colour variation, I'll be trying to add more colour/richness with lighting. Frank: This is my 'simple' project. Expressions can wait for another day
  2. Thanks. I'll definitely have to work on those camera angles. I was aware of that looking kinda screwy. Not to be repeated though. And finishing it was the achievement. I started the project way back (so far I can't remember). Just to finish something is good. Usually I've got dozens of unfinished projects.
  3. This is somewhat of a trial and error process. I'm not happy with the density of branches near the trunk. I'm going to reduce the number of main branches and add more of the short secondary branches. This should give me a much better looking tree form. I'm also not happy with the uniformity of the arrangement. Doesn't have the aesthetic appeal I want. I'm going to arrange the branches less uniformly to give it a more natural look. More of a bunching of branches and leaves here and there, with some more space between "bunches". One reason this project is taking so long is the number of "rehearsals" it's taking to optimize the look vs. performance. The number of things to tweak each time is pretty huge. Definitely not an efficient workflow sort of thing at this point. That would take a software utility to build it for you, with some nice features to allow you to tweak it efficiently. I think I'm really pushing AM's limits in terms of the sheer number of constraints and relationships involved. Some of the branches are loosing their texturing during the camera rendering. And this is only one tree... May have to send another sample to Hash to figure out what's happening and fix it. Bill Gaylord
  4. Vernon Zehr's Basic Boolean Tutorial with project file and animation
  5. I apologize gents. I should have checked to see if the tutorial/demo was still online. While waiting for the experts to chime in I'll post some additional information. I'll even check to see if the links work! Boolean Globe project description
  6. Mike. after looking through the thread again I remembered I had this image of Tony from an old project, like many characters there are a stack of different evolutions to choose from
  7. Moonshine

    Kapsules

    Hey, I'm trying to download the sample project but all I get is a browser window with text in it. What am I doing wrong? I guess I don't know how to use this internet thing...
  8. okay tweaked the colors and added a light (volumetric with turbulence) now have to get habitat better action(now action controls turbulence the rest is hand postioning in chor) and maybe some force oh and not sure if the eyes on front and back look okay will post project when finished robot1.mov
  9. Anywhere those of us late to the party can check this out? I went to the site and got the 3D Farmington, MI slide show (now where are my 3D glasses when I need them?). Also, can you post the project?
  10. Anywhere those of us late to the party can check this out? I went to the site and got the 3D Farmington, MI slide show (now where are my 3D glasses when I need them?). Also, can you post the project?
  11. Sorry this is a bit rough but I spent 20 minutes on it render as line thread and a pose slider..very rough watch the last few stitches I can post the project later sew.mov
  12. I never did comment on the overall project. This is brilliant. It is one of those short simple concepts that practically "pre-exists" like the laws of physics. It is such a great idea that it seems to have created itself through you. Like the "idea particles" that stick in peoples heads in Terry Pratchett's "Disk World" books. There is no fat in the story. Vernon "Sorry! I'm gushing again" Zehr
  13. Thought I'd drop a line here. I down loaded the project back when you posted, but hadn't gotten around to looking at it. Saw Rodney's post and thought, "let's just make the time and take a look at it", so I did. I've not worked much with constraints yet, but it seems they can save you a lot of work if done right. Interesting piece of rigging. Not sure what situation it would be used in, but none the less, just seeing how the relationships are setup and being able to follow what's happening (without having dissect a complete rig ) has been very enlightening. For those of us, OK just ME , that have only use simple bone structures ( parent - child ) and very few if any constraints. Aim At, Translate To, Translate Limits ... seem like fairly simple things, but figuring out how to combine them together to achieve a control is at times confusing and at other times beyond comprehension. Enough babbling. As much as I like figuring things out for myself, I don't think life's long enough to do that with everything. Thanks for sharing, and as far as I'm concerned, keep it coming.
  14. HEY! Too kewl!! Glad I wandered into this topic...yes, PLEASE...post project! Thanks! dc
  15. Just had the opportunity to whip up another prop for my animation project. Comments? Questions? Observations about life?
  16. Looks an interesting project! I can't get to see the animation as it's too large and I'd say others find that too. Maybe you can edit it or put it in a compressed format? Good luck with it anyway!
  17. simple sprites I can post the project and tga for bubbles if requested bubs.mov
  18. actually the stream is confined to an invisile tube so a force or even a small invisile object could proof intreresting busy right now but here's the project file and tga I used bubs.zip
  19. Very imaginative. I'm not really sure as to what you need to hear, but it looks a surreal dream. I do think the water could stand to be adjusted on it's ripple scale and contrast. Currently instead of a water appearance it has a feel of a paste. Will Sutton posted a link to a simple and clever water material he created that might better suit your project. I'll see if I can dig up the link. http://www.hash.com/forums/index.php?showtopic=2476&st=0 Hmm.. Couldn't find the Ark thread with the search. had to resort to the brute method to extract the thing. <sigh>
  20. I have taken it upon myself, after about a year of learning this program and seeing it through the OS X Beta program, to model a cello. After one unsuccessful try I modeled the body, and I'm almost done with the bridge. That's where the problem is. I'm having some issues with the bridge. There are four five point patches that refuse to be recognized. I select the five points, but the five-point-patch button is grayed out. Their equivalent regions on the flip side are behaving fine. I've gone over the entire model and flipped all the normals facing out. Is this the right thing to do? You can download the entire project from my iDisk and try it yourself: http://homepage.mac.com/igeek1/FileSharing11.html. It's cello.zip. Feel free to check out the other stuff there. Please advise. I'm still a relative newbie, I may have missed something obvious. Thanks in advance. -Zev
  21. Wow, amazing violin! It really looks real. How'd you do the scroll and f-holes? If you download my project you'll see that it's slightly awkward, the way I'm going about it. Also you'll see that I have about 8 rotoscopes for various views, but I also have my own cello as a reference. that's what I'm kind of modeling after. That's why this one is slightly wider than some of the 'scopes- my real cello is. -Zev
  22. Finally, an update. I've made some more progress. I finished the bridge (darn 5-pointers!) and have begun work on the neck and scroll. The scroll is easily the hardest part. I also completed the tailpiece, the part to which the bottoms of the strings attach. Here's an image of what I've done so far. You can also go to http://homepage.mac.com/igeek1/FileSharing11.html and download cello.zip, which is the complete project, if you want to see it in more detail. My method for starting the scroll is pretty crude. I may start over. I leave for camp for a week on the 11th, and I may or may not be able to see the forum until I get back. 2 days later I'm going to music camp, where I'll get to spend more time with the real thing. Thank you all for your comments and quick responses. Boy, this is fun! -Zev
  23. Wooooo, thanks for all the replys! Glad some of you folks out there liked it, as for questions: It was a kind of an organised jam. For instance, the directors knew what they wanted and then got the rest of us monkeys to do some of the bits. The two girls in the one photo at the end (Rebecca and Charlene) stiched 50 frames of the girl flinging her hair back, which didn't need to be timed, the same with the bird and other bits. So these were used to pad out / make the bits that needed to be on time (such as ticking) be on time. So it all came out on time in the end (but it was mainly due to luck!). As for a storyboard...heh...it was a uni project (the type where you think of a cool reason after you made it ). As for the factory bit, I have to agree with you, but I don't think there will be any smoothing as it was for a deadline so it could be entered into submerge 2004. Glad ya enjoyed it! P.
  24. This was just a project I did in one day for fun. Upon completion I noticed slight resemblances between it and something else I'd seen before. I guess that's what you get for opening A:M too soon after you've been to the movies... Enjoy
  25. tanassi

    Singer

    thanks Doug, now i have to do something for that hair. btw: i'm modeling the body and experienced some strangeness in displaying objects. truly i have heard in some other post the same thing. the fact: it happens that, when i'm in modeling or bone viewport, my model disappear partially or totally, seems to be cutted away by a clipping plane parallel to the viewport plane, when i'm in modeling or boning and i rotate the view or zoom in, the geometry disappear gradually as a clipping plane is moving forward or backward. the rotoscope and bones remain visible! i have this problem both in Direct3D and OpenGL. I have a P4 2.0 GHz, 512 Mb, matrox G550 with 32Mb, perhaps is a lack of video memory. I noticed that this problem appears in models developed mostly in one axis. example: when i work on the head it doesn't show any problem. in the same project when i work on the body (that is mostly developed on the Y axes i've got the problem (the model disappear progressively or completely while i rotate view or zoom in). i think it's video card problem, but i have installed the last driver few weeks ago, the software mode doesn't work at all to me, it results in black viewport only. i don't think it is an onion skin effect, ther's no transparency, the model is abruptly cutted out by a cutting plane parallel to the viewport plane and all is from one side or other side (depends as you turn) of the plane become invisible, rather i think there are two planes one near the observer and one beyond the object, when you turn or zoom the object intersects these planes and only the part of object between the planes remains visible. see the attached images bye... Vince
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