kazagruma Posted February 15, 2017 Posted February 15, 2017 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. Quote
kazagruma Posted February 15, 2017 Author Posted February 15, 2017 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. Quote
Hash Fellow robcat2075 Posted February 15, 2017 Hash Fellow Posted February 15, 2017 That's a good toon-line result Quote
Admin Rodney Posted February 15, 2017 Admin Posted February 15, 2017 Impressive results. That looks a lot like hand drawn outlining and shading. Quote
kazagruma Posted February 15, 2017 Author Posted February 15, 2017 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. Quote
kazagruma Posted February 15, 2017 Author Posted February 15, 2017 It is important to place the spline along the human muscle. It becomes an ideal shape by muscle consciousness. Quote
kazagruma Posted February 16, 2017 Author Posted February 16, 2017 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. Quote
*A:M User* Shelton Posted February 16, 2017 *A:M User* Posted February 16, 2017 This looks great! I have never explored this featured of AM. great looking character! Quote
kazagruma Posted February 17, 2017 Author Posted February 17, 2017 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. Quote
kazagruma Posted February 25, 2017 Author Posted February 25, 2017 The body's bone setting was 70%. I paint the line drawing with color using AI "PaintsChainer" of Japan painting color automatically. http://paintschainer.preferred.tech/index.html And using "Filter Forge" to do manga processing. Quote
kazagruma Posted February 25, 2017 Author Posted February 25, 2017 I tested the dynamics constraints. The physical simulation of "A: M" was easy to use and evolved. Quote
Admin Rodney Posted February 25, 2017 Admin Posted February 25, 2017 I tested the dynamics constraints. I'll say! Looks like success to me. Quote
kazagruma Posted February 25, 2017 Author Posted February 25, 2017 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. Quote
Fuchur Posted February 27, 2017 Posted February 27, 2017 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* Quote
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