sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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  1. I am posting this because it might be of interest to some users. I have been helped so much over the years by these expert forum comments that I feel I need to give something back. I don't use AM frequently (not my day job and all that) but when I do I go to town. This is basically about my efforts in creating a character with a highly detailed face but with minimal effort. The word lazy might jump to mind but I prefer the "work smart not hard" adage. I tried 2 workflows: ZBrush and Crazytalk back to AM vs. Zbrush through to IClone. The idea was to discover which produced the best output and which gave me the least work to do. A very interesting road so far but a mile of R&D. Just like what everyone else on this forum has to do. See the images here. First the SAGE done with CrazyTalk and AM Next the result in iClone (less attractive I think) I have documented a PDF article about this journey. The link is below. It contains comparative animations embedded in the PDF between AM and iClone (.WMF video format). The videos won't play straight in my web browser. You have to DOWNLOAD the document and open it in a modern PDF viewer. I used Acrobat Reader DC (free) and it plays after I OK the trust settings. LINK: http://www.3doncanvas.com/wp-content/uploads/2017/07/3D-Brand-Character-development.pdf
  2. Steve and I have been using poses in models to compose larger models -- even whole sets -- from smaller models. This is very useful to avoid creating multiple copies of mesh, as well as allowing an easy way of turning on and off various parts of the model. Here are the requirements that we had when the pose idea came up: Avoid having multiple copies of the same mesh. If there are 18 chairs in the set, there should not be 18 copies of the mesh in some model. Ideally, they need to be configurable for different situations. For example, we don't want a separate set for the coffee shop before it opens (less clutter) and after (more supplies, etc. laying around and on shelves). You need to be able to turn things on and off. The sets and large models need to be reusable. That is, you can create a new choreography, drag in a model, maybe change a couple of pose values, and be ready to animation. However, we have run into two show stoppers for this technique, which we outlined in this post. Because of that, we may need to resort to a plan B. Which we don't have! So I wanted to ask everyone: How do you create large sets or large models? Agep mentioned he did the Nidaros Cathedral by doing it "in an action (action objects), so when in the chor I simply drag and drop the action onto the basemodel", and "I sometimes merges two or more models when they are finished, so they are total ends at 30-60K". John Bigboote said of his SOCCER STADIUM: "it is assembled in an action... many parts are reused dozens of times- [ ... ]. I keep my splining real minimal, I keep expecting A:M to 'hit a wall' and be unable to accept any more, but it keeps allowing more and more models to be added via the action." However, on his MANHATTAN post, he said: "No duplicator wizard used, just good old copy and paste and heavy usage of action objects." Any other ideas, or clarifications on those existing ideas? Or problems you've run into? Thanks! Chris
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