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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Hash, Inc. - Animation:Master

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  • Hash Fellow

Looks good. Maybe a space shot should have a stronger light from one direction.

 

I'm just old enough to recall the first run of those shows. Filmed in "Supermarionation"! I wasn't old enough to know what was going on except that it looked cool.

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Thanks for your answer!

 

Here are some more. I forced the bit-amount, so they will look cheeky.

There is something on my mind, though.

When I have a model that turns straight in the air, the parameters for the smoke/fire are constant.

 

What do I have to do to turn them in a corner?

I mean, looking at the the second anim, the aircraft makes a turn.

When I add straight smoke/fire to them, the collision will go on forward,

which is a little odd flying backwards.

So I just turned camera and background, which is quiet a lot work more.

Does it take a lot of correktion, or can this be done with a path?

TB01.mpg

TB02.mpg

TB03.mpg

Tb11.mpg

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  • Hash Fellow
There is something on my mind, though.

When I have a model that turns straight in the air, the parameters for the smoke/fire are constant.

 

What do I have to do to turn them in a corner?

 

I don't understand the question. Can you show an example of it not working?

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Robcat's suggestion to alter the material in the original material in the container is best in this case. But if you ever need to access the properties of a material *shortcut* (for example, to alter a property that applies only to a specific model), select the material in the PWS and adjust the properties in the Properties Palette (View > Properties). Also, you can turn on disclosure triangles so you can click on the little triangles in the PWS to access the properties right in the PWS. (Tools > Options > Global > Show Advanced Properties)

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I lowered the Life expectancy and made the Initial Velocity higher.

Still the origin of the trusterflame keeps in the same direction.

For making it clear, I use AM2005 so there's no Show Advanced Properties.

Also I'm a little abused by the PWS, sorry I'm a little acronoid.

 

Couldn't it work just like adding a path to a model in choreochraphie,

so the model uses the action in the right way?

tbstrik0.jpg

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  • Hash Fellow

Once a particle has left the emitter it's on its own and doesn't care where the emitter is, just like in real life. Your particles are going where they were pointed to when they were emitted.

 

If you want a straighter exhaust tail you need a MUCH higher velocity and VERY short life. 100 is only the default velocity and that one is just set to 50. Real rocket exhausts travel at super sonic speeds, and even then they leave curved trails if the rocket turns fast.

 

 

If you need an absolutely rigid jet trail you might consider modeling that shape.

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If I do so theflame truster becomes shorter and wider.

My intention was to have a long and smooth small flame yet.

As long as the model is standing still I get this effect, but as soon as the model is in motion,

the flame seems to break and leave odd spaces.

Then the higger velocity and lower life expectancy attends to scatter the flame.

Reason why I neede to hang the model still and turn camera and background.

 

I tried one by adding a path to it, and as long the circel is small the effect is becoming what I wanted.

Only the sharp corners make it look odd somehow.

turn06.mpg

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  • Hash Fellow

What is the life span of your particles in that clip??

 

 

But since you want an absolutely rigid flame shape, why not model it and texture it to be the colors you want?

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The life exp. is 00:00:07

 

I set out a path, connected it to the vehicle, and run a 00:19:00 animation over the whole path.

For some reason and forgetting the glitches, the streak-emmitter takes care for the round path.

 

I know it sounds strange, but my question is a way to get the variables in this streak emitter to collide with the path.

It seems a little strange to make account for every frame in the streak emitter of the turning angle.

In a walking model ( I know this hasn't anything attached to it or it has to be hair) the path of the model collides free,

when a path is attached to it. I don't have to rearrange the angle the model walks frame by frame.

Now I have several examples of the model turning with the flame in a 90 degrees corner,

or the flames keep comming from one side, even when the model has turned.

Sorry my knowledge of the streak emmitter is that poor.

 

I could make a jetstream in a model frame, but than it hasn't that moving alook like a flame truster does.

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  • 1 month later...
  • Hash Fellow

nice shot.

 

Is the landscape imported from a polygon mesh? I see triangles in it, which are causing creases.

 

Are you using materials for the textures on the landscape? If you "baked" those to decals that would probably speed up the render times.

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The landscape is a rough dxf file I used as underground.

I know the rendring is quiet flat, but more to show off the model.

It helped indeed, baking actions.

Still it took me about 6 houres.

 

I tried the streaktest, but I own AM2005.

It replied in error, I dunnoh which version you have?

Maybe baking actions solve the problem.

Thunderbird4.mpg

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I tried the streaktest and added a bone to it.

When I use a path and bind the streak emitter to it the flame goes round.

 

The Thunderbird model has also the same trusterfire added.

But this is tied to the first bone of the model, which lies excentric of the streakemitter.

 

The same happens, when I add a smoke trail.

It seems to loos the orïentation of the fire trail.

 

I know there are ways to compare both, as done in the manual with the hat on the table.

But for some reason I can't figure it out.

fs166.mpg

fs167.mpg

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  • 12 years later...

Made some progress with the streak emitters, they run smoothly now. Th e strange effect was that all additions I made in the model kept resistent in the drivers options. So when I changed the parms I kept on getting strange results. Untill I cleaned up the drivers group.

Sometimes it takes a long time to understand the fixing error. 
As now, the model looked good in Amv16, but Am19 seems to give black alpha channels.
 

https://youtu.be/tSskFfOk-Jo

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  • Hash Fellow

PDF isn't a format that A:M reads.

I don't have a sign030.tga or a sign111.tga in the set you sent me.

As far as I can tell LINE00.tga is just a black rectangle with no detail?

 

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Well.., I think I decal the model from start again. 
Opening the projectfile goes rather well, but the individual model file breaks up in scattered imagefiles. Tends to be a tedious case that way.

 

And..,  I ment *.pdf.

🙂

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  • Hash Fellow
1 hour ago, Madfox said:

Well.., I think I decal the model from start again. 
Opening the projectfile goes rather well, but the individual model file breaks up in scattered imagefiles. Tends to be a tedious case that way.

If the problem is only having to refind the image files, resave the model after loading and finding. Then the correct file paths will be in the model.

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  • 1 year later...

I have been modelling some more on the Thunderbirds theme.

I had most of them so I decided to make the Thunderbird 6 model automobile.
And what is the mobile without its driver Jamez.
The car design turned out a bit high : 32627 patches  59323 CP's.Mostly spend on the extra detailed wheels.
 

1james00.jpg

3james00.jpg

james02.jpg

 

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You might not be so familiar with his first name James Parker. I can imagine. There are five Tracey's for each Thunderbird.

While working on these I can't escape to the somehow "vintage retro" I get, because of the new video's there are nowadays about the subject.
They go really fast and extensive, much more than the animations of the 60's.
Of course it are computer assigned cartoons that take grip of once attention immediatly.

If I search at my consious of attention it reminds me of screenshots of early movies it seems to me everything is much faster.
Normally it takes thirty seconds to interprent what is going on in a scene, while in cartoons it takes just four or five seconds.
It must have something to do with my age, and knowledge of the TV2000 scene.  

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Not wanting to argue over a 60s marionette, but from everything I can find his first name is Aloysius.

Anyway it's a cool model none the less. I used to love watching Thunderbirds as a kid.

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Yeh, you're right. My mistake. I assumed that his name was James.
 

As a kid I had two models, two and three. I was anxious to have the first one too but they were sold out.
It had a little motor in it so it could ride on batteries. Yes, I'm still fond of them, although I don't have them anymore.

Reason why I can't resist to this "guilty pleasure".

What do you think of the modern version of the Thunderbirds video?

 

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I wasn't too keen on the live-action one they did in 2004. I think a lot of the charm of the show came from the miniatures and the puppets. I haven't had a chance to watch the newer animated series, but I remember they remade Captain Scarlett in a similar style in the early 2000s and that was well done. 

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I was surprised they made a remake in 2000. All characters were changed into video personalities. The movies were exciting and well tight on script.
That's what I tried to explain in my insight about the tv serie and the new movie.
For some reason the original is so inhibited in my imagination I was realy stunned by the video's. They go much faster and are more placed into this time SF experience.
I was impressed by a BBC print thay made in that time I chose to make a look_a_like.

 

brains0.jpg

brainz0.jpg

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