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Animation:Master

entity

*A:M User*
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Everything posted by entity

  1. I think it would be nice to have the brows move and then the mouth follow a few frames later. That would make it less mechanically moved looking. Break up the movements a little... maybe have one brow move slower than the other. His eyes look like they could squint a little more. Just some suggestions. It's good so far... just needs a little more character.
  2. the 14th--WET! the 21st-- DRY!! I'll take the 14th then as long as it's saturday... but someone that I work with has decided to have his hernia operated on and so this meeting happens to fall on a time when they will be draining me of my lifeforce at work, because I will be compensating for the sick co-worker. I will try to be there... at least in a zombie-like trance- in the back of the room, facing the ceiling, sleeping with my eyes wide open. You may have to administer some coffee to get a reaction out of me! But I will try my DARNDEST to be there. I would like to get Vern and Don to show me how to use the mini notebook keyboard again, too. ...and my human character has smaller maps and a simpler mesh. John said: ME TOO!! I will be in the theater drooling over the special effects... chanting I.L.M--I.L.M---LUCUSFILM!!!!! HURRAAAAAHHHHHHH!!!!!!!!!! Should I bring anything, besides my other "personality" (you know... the one that can't drink beer during daylight hours) ?
  3. entity

    Kapsules

    I love the clouds. You got me thinking. I guess , I could also use a displacement map that changes depth/ or is animated over the multipass subframe time it would have the same effect-- except being much harder to make. I think for the amount of work, your solution is FANTASTIC! But for the style that I want, you helped me solve my "cloud" problem. THANX!
  4. Looks good so far. Very entertaining... and it reads well, to me. I think it would be funny if the white robot flinches when green snaps his arm out to point. That could drive home the fact that white is being yelled at or commanded to "MOVE". Just a suggestion... it already reads well.
  5. Color=too dark- Let some air in there... you could reverse-out the type? design= I like the v6 one, because it's simple and looks clean/neat. the box with your name should overlap the secondery info. Only one thing... visual tention makes me want to look at the borders more than the info-- when you overlap a box- overlap the corner so you have two sides of the overlapped box connecting to the full box shape. Boxes and lines only when they aren't parralel with the boxes sides... makes you focus on the box rather than the info... Just some advice from someone who looks at ads all day at work.
  6. It is one action from begining to end. The pop is intentional... you have to understand that I walked my own body through the motions, because I didn't have anyone to model for me, so I could be embelishing a little bit. But that is what animation is about isn't it? Animators have been known to do that-- Remember Spiderman-- there is a lot of motion sweetening to clearify the motion/movements of the characters, and since I'm going for a comic book-stylized 3d approach I think IMO it fits. Actualy the character does a skip- then starts off running with his right leg. I agree about the belt buckles and secondary motion. Since I simulated the dynamic bones There are now channels there I can edit. Thankyou for replying. I will be posting changes soon.
  7. Hi Hashers and Spline-folk, I was at a loss when it came to coming up with an idea to animate, so I just wrote some action words on pieces of paper and put them in a can, then blindly picked out three. Words for basic actions in threes almost make a nice little scene. (Hopefully, the words you pick will align in context like mine.) It's a good way to flex your animation muscles, by playing this game with yourself. Well, have fun! Afraid21Lg.mov
  8. I laughed and then voted. Very clean & thoughtful rendering and modeling, too.
  9. looks good so far... any updates?
  10. I like that... How much is a bottle of that.... eh- I'd like a gallon please... LOL.
  11. I'm such an idiot! My boss was on vacation last week- I srewed up at work and got "talked to" and so I was so concerened with work I forgot about the meeting... I had a lot on my mind... sorry I didn't make it this time around.
  12. Dec. 11... Okay! Who's coming? I'll be there for sure, dude!
  13. Rodney, I believe it may still be there for "spline guided" hair but not for "grouped patch" hair... I've been using group patch hair and I haven't seen it because I just started using hair at v.11.0i, I think. Believe me... I need clumpiness!
  14. Excellent rendition of a chainlink fence! Keep up the good work. I shall be interested in seeing it in the animation. Layered actions... just remember not to overload muscle or bone movements by moving things in two actions, still... in the chore you have the option to make the actions blend, replace or add... so there are ways around that.
  15. Still working on it, I think it's close to being done... WALK_RUNLg.mov
  16. Thanks to all that commented on the walk cycle, here I have completed the run and walk cycles and gave them stride length for a path walk/run. I put both cycles in the animation but each is the same path just rendered seperately. FinalTestWRLg.mov
  17. Is clumpyness for hair gone for good? Does the 'A:M I short' contest have anything to do with the 'Animated Feature film' Hash Inc. is going to be using to implement new features/changes/updates? If not, will the 'A:M I short' contest be a continuum of contests... or a one time thing? Why is it so difficult to restructure or change things in the "core" of Animation:Master? Why can't streaks have shadows/volume shading? Is that feature requested? I have a million questions, but I'll stop there so I can remember what I asked. Thanks for this opportunity, Rodney!
  18. OH!! GAWD!!! It's hilarious! I like it. It would definitely be something you would see on a childrens' show.
  19. Did I mention that Vern is scaring the Be-Jesus out of me? But I'll be there, without dispair. There is a contest here some of you might be interested in: http://www.evermotion.org/index.php?unfold=contest And you probably already know and are entering the "A:M I short" contest: http://www.iiistudio.com/AMIShort/index.html Come on guys... I'm going to enter both I think and best of all the "Evermotion contest" is due in FEB. and "A:M I short" is due in MAR.. So you can enter both and there is plenty of time. "no votes, just one beer"
  20. I need his foot to snap from the impact of planting it down- you know- to show weight. I could get in there and smooth it out, but it may take away from the weight too much. I think I've come to a point where I am very happy with the result. I like the snappyness... it gives him character. I'll come back to it another time to see if I feel the same about it. Thanks ALL! You guys ROCK!!! And you taught me a lot about animation today.
  21. Yeah, a little helped. I just never knew so much was involved in a walk cycle. I thought they were supposed to be simple. I guess not when you're doing human anatomy. testWALK2_10_03Lg.mov
  22. Nice MODEL!! Your coming along nicely, DUDE!
  23. pertty RoBoT! Very stylistic. That is definately comicbook style there. What do you plan on doing with this character?
  24. Here it is again... hips settled down... they were on a 7 degree rotate... so I took the hips down to 2-3 degrees at it's peaks. Changed the compensating torso movements to match. Thanks for all this help... it gets better and better... AND I'm learning. testWALK_10_03Lg.mov
  25. patsommer Posted on Nov 3 2004, 11:17 AM I kind of like his Fem walk... just a personal choice... Okay, I smoothed the movement of the torso a little. EDIT: All I have to do now is swing his hands a little and bat his eyelashes and he will be gay... QUIKtestWALKxLg.mov
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