sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! 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
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Hash, Inc. - Animation:Master

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Posted

Hey robcat, remember that electron-thru-wire project I was working on? This would seem to be ideal. Can you elaborate or do a tute or something?

 

Speaking of which, I got your first video tutes to play using the VLC player, learned a few things. More on the way?

  • Hash Fellow
Posted
Hey robcat, remember that electron-thru-wire project I was working on? This would seem to be ideal. Can you elaborate or do a tute or something?

 

I think I have made one already. Check out this thread and there's a video tutorial down near the bottom in post #34.

 

 

 

Speaking of which, I got your first video tutes to play using the VLC player, learned a few things. More on the way?

 

Probably. I am paralyzed by the task of trying to get it exactly right.

 

The quicktime problem is a mystery to me still.

Posted

SO- these distortion box's could probably be constrained to a rig, too... to help with smooth joint transformations... an elbow, knee or torso- right?

  • Hash Fellow
Posted
SO- these distortion box's could probably be constrained to a rig, too... to help with smooth joint transformations... an elbow, knee or torso- right?

 

I believe they can but I think their best use might be for heads which don't move much from their original location. Anything that ventures outside the bounds of the box jumps back to its undistorted position. If you tried to use a d box for an elbow you'd need the d box to also encompass the rest of the arm and hand.

 

If anyone can show me to be wrong on that, that would be fabulous.

Posted
SO- these distortion box's could probably be constrained to a rig, too... to help with smooth joint transformations... an elbow, knee or torso- right?

 

I believe they can but I think their best use might be for heads which don't move much from their original location. Anything that ventures outside the bounds of the box jumps back to its undistorted position. If you tried to use a d box for an elbow you'd need the d box to also encompass the rest of the arm and hand.

 

If anyone can show me to be wrong on that, that would be fabulous.

 

I'm pretty sure it can be done, Robert.

 

I've got some distortion box things I'm going to be messing with soon, but I've found them to be a little clunky in the past for an installable rig...maybe I wasn't approaching it the right way. For one-off rigs, I've seen them used very effectively...someone made a frog that had mostly distortion box deformations and it looked great.

 

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EDIT

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I think it was Phillip Leavens' frog in this thread...unfortunately, all of the image and animation links are dead now.

Posted

"I am paralyzed by the task of trying to get it exactly right."

And if it isn't exactly right, it's almost worthless. People have no idea at all about how hard and time consuming it is to make quality instructional material. Lessee... it's a year and three months since I showed you the stuff I was working on for book 1. I'm just finishing book 4, books 5 and 6 will probably take me until November, then I gotta learn HTML5 and then finally I'll be ready to go back and start animating this stuff. Sigh.

 

I'd really like to lend a hand but at this point I'm snowed under. Sigh again.

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