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Mourngrim

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Everything posted by Mourngrim

  1. Message received and understood. My initial assumption was that the set was done, and it was the rest of it you were working on. How foolish I was, we'll look back at this in years to come and laugh...
  2. There is something very wrong with you
  3. Thank you David for including audio into your wonderful product, it really does up the level of awesomeness. I have a few tweaks/suggestions if I may be so bold. The waveform display is lovely, but a) it's very small, b) it can get lost in the timeline. Perhaps if there was an option for it to be persistent while the rest of the timeline scrolled, or to have it as a transparent background/overlay of the timeline itself. How cool would that be? The next itty bitty minor suggestion is for a manual (and automatic would be divine!) marker system, that works kind of like a grid for visuals. So for peaks in the beat, you can snap or line up keyframes to take some of the draaag out of music mayhem. So you attach a grey (or red, blue, whatever) vertical line/marker to the time line at frame x that can snap to a peak in the audio waveform, so that when you are trying to line up other stuff... You see where I'm going? Love you Bye.
  4. I think it depends how long you want to spend on it, how many key frames and exact positions you want to throw at it. Transitions are a time saving device. In a professional setup they use the assistants/juniors/whatevers to do the transition frames, we have the transition selector. As with anything else, if you don't quality control it and jump in and fix mistakes, you'll get a poorer result. Smoothness or quality of finish is directly proportional to the amount of quality time (this is different for everyone based on the skill and experience of the animator) spent on finalising the transitions, either the "right" one, or more keyframes or tweaking. I'm very, very bad at spending the required smoothing time, so pretty much any time I throw out an animation that's "finished", it should be considered as a first draft I'm just too lazy to put the time and effort in to finish it properly. That doesn't mean I don't know what needs to be done, I just haven't done it.
  5. Nice rig, the proportions are not to my particular taste, but that's just me.
  6. Actors have not been animated yet, my laptop can't handle much, so I have to do a full render when testing things like lighting. Nearly everything is only at the initial positioning/scaleing stage, there is a lot more to do. Hope to be finished by next week. Yes, hoping the very small number of views means it will stay up for long enough.
  7. I like the station, however it seems a bit minimalist. Where are the pipes, tubes and ducts, buttons and flashing lights?
  8. It's been a while, I'm a bit rusty. Very early in the process, just testing the set and basic lights in a render/export. Constructive feedback always appreciated
  9. 24 hours without the mineimator forums.  Scared the bejeezus out of me.

  10. Mourngrim

    How?

    A new attempt, with 3 versions: 1 - unloaded 2 - loaded, with bolt superimposed 3 - loaded with bolt parented to object. http://imgur.com/hNomp1a Any thoughts?
  11. Mourngrim

    How?

    Can anyone tell me what's gone wrong? I'm experimenting with item sheets (once I actually figured out what they were and how they work), and it looks OK from one angle, but when it's rotated, there are all these empty pixels that are just weird. No points for guessing what the item is, it should be kind of obvious, even with my 3rd grade art skills. http://imgur.com/7yrLbNO
  12. Mourngrim

    How?

    Read that, it's a bit vague. Other tutorials also run along the lines of download this model, download this skin, add them to each other... That's fine if you want standard biped with or without a face and fingers, but it's not really a how-to guide. What I need is something that tells you how to model, say an elephant, from scratch. Making a leg, with a knee, or a tail, or ears. Do you need to do the whole UV unwrapping thing. Maybe I don't mean rig, maybe I mean 3d model used in rigging. Does that make more sense?
  13. Mourngrim

    How?

    How do you guys create your rigs? Do you use mine-imator to do it, or something else? What's the most popular site/software for creation? Roughly, how do you do it? Do you do your own modelling, collaborate, borrow or buy? What about textures? As a noob, what should the process be from "I need a <insert idea here> in my animation", to importing the finished product into your project? Thanks in advance, I'm sure it's not just me that wants to know some of these things.
  14. It is 1.0.0, assuming you mean mine-imator version. For animation version, it's about a 0.0.1
  15. Thanks for the feedback, it's very important to me. The walking is just a placeholder, the simple movements. There is a lot of polish to be done there. This was simply to see if the timing was as I expected/needed it to be, which it wasn't I don't understand what you mean about the eyelids though, can you explain it a different way? They were thrown in as a last minute afterthought, just to play with the face a little bit, so I'm not too concerned about them right now, but I know they need looked at. Do you mean use surface instead of block from the workbench menu? But I would still have to stretch it, yes? I was just playing with recoloured sandstone to see if it would give an almost wrinkled texture of an eyelid. At some point I will take a look into rigging properly, this was pretty much a bit of testing of lots of different things at the same time as I try to get better. Thanks, I think I'm improving
  16. Very much a WIP, as I struggle with timing. Nothing is right yet, just had to render it to check it through.
  17. Sorry, I meant there wasn't one when there should be, like the IRL changing billboards
  18. It was actually depth to each block is what I meant. It's hard to explain, but there is an element of 3d that is just slightly off. How many light sources are you using? It's too smooth, if you know what I mean? It doesn't feel like they are individual blocks moving in 3d space. Where's the one that's slightly glitchy and goes a little slower than the others It depends if you are going for realism or the effect. I don't want to get too judgy, when I'm not sure if I'm giving feedback on the bit you are looking for, however the greater the skill, the harsher the feedback. Consider it a compliment I'm still very impressed, I can see a lot of people stealing that.
  19. That mostly looked like camera movement?
  20. It shows. At first I was like "Ooooh", and then I was "Hmmm, but there is no real illusion of depth", and then I was like "stop judging the whole thing and focus on the movements", and that was like "Nice".
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