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Recently, I am researching ways to process 2-dimensional animation, line drawing animation, illustration of manga and game, commercialize material outputted from Animation Master.

 

Little by little, I think I will announce the results.
I want users who can approve actively participate.
Let's make "A: M" exciting.
At least I want to make this tool known to the world.
It is a wonderful animation tool.
Thank you.

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Izanami_p01.jpg

 

It is a female element body "Izanami" (Japanese Eve) for games that I am modeling with 'A: M' recently. Line size is 0.8, 25% of the surface color setting. Shading is done with gradient + specular adjustment. I have not set the bones etc in the initial stage yet.

 

It is characterized by the minimum spline production. I think that this can be done only for 'A: M' which can edit CP inclination.

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Impressive results.

That looks a lot like hand drawn outlining and shading. :)

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Izanami_p02.jpg

The spline of this model is very small. The smaller one is closer to hand-drawn animation. It is ideal to reduce complicated shapes as much as possible.
Because it is necessary to move the CP directly depending on the scene.

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It is important to place the spline along the human muscle. It becomes an ideal shape by muscle consciousness.

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Izanami_v08.jpg

 

I modeled a woman 's face. Eyebrows, eyes and mouth are not integrated with the head.

The image is not processed. It keeps outputting as "A: M". The shadow of the hair has some errors.

It is likely to be high quality with a little adjustment.

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This looks great! I have never explored this featured of AM. great looking character!

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Izanami_v08b.jpg

 

Thank you Shelton. This topic will teach my research results and setting method.
It is currently under trial and error, so I will tell you when technology is established.
There was a mistake in the rendering setting. It was necessary to turn on toon setting and to turn off all the settings in it.
I noticed that the result was different from preview rendering.
"A: M" outputs very beautiful lines.

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pietest.gifI tested the dynamics constraints. The physical simulation of "A: M" was easy to use and evolved.

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I tested the dynamics constraints.

 

I'll say!

 

Looks like success to me.

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Thanks Rodney.

By looking at Tips and prj files of Rodney and robcat 2075, I found out the mechanism of dynamics constraints.

It is thanks to you.

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Really looking great :).

Dynamic Constraints are very easy to use.

I'd maybe make it a little bit more stiff because her breasts are really very bouncy (not that I would have a bigger problem with that ;)).

 

See you
*Fuchur*

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