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"3d animation"

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Wed 08/12/04 at 04:21
Regular
"Captain to you."
Posts: 4,609
OMG it's 4.10am and my animation is still rendering :( i still have to put all my mocies together and add music. Then at 8.20am get up and walk in to uni for a 4 hour lecture in which a very tired me will present my animation.

It's all been going wrong here. My 'copy' of premiere has funked up it won't let me use the mpeg 4 codec that i have to use. Now using virtual dub to put them together but this means no fading transitions :( . One of my renders failed twice which means i have to leave it out.

My presentation is a critical review of my project so far. (so far it's looking shoddy) They are going to rip me apart :( i mean yeah the smoke and the lighting rocks but cause of teh transitions i'm screwed. I was on a first for the project so far now this is going to bring me down to like a 2.1 then i just gotta hope the final version gets me another first.

My brain hurts. I have learnt that 3d animation is too unstable to leave to the night before. Theres a lesson there kidds.

If i get the time tomorrow i will post a link to my animation. It's only 30 seconds and it's for a bbc-i channel Spark. Which i happen to do student stuff for.

Well off to finish it all. Had a rant feel abit better head hurts though.

my website [URL]http://chippxero.tripod.com[/URL]
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Wed 10/08/05 at 12:19
Regular
"you've got a beard"
Posts: 7,442
you'll have to be a bit more specific there mate, not really sure what you're trying to achieve.

as with all high end 3d software, Max has rigging and skinning tools built in, no need for a plugin.
Wed 10/08/05 at 12:08
Regular
"Pouch Ape"
Posts: 14,499
I haven't touched any 3D stuff for months now - too busy with web design! What do you use to make faces with? I've got a copy of 3dMaxs, is there a plug-in that lets you do stretchy things and skin them?
Wed 10/08/05 at 12:03
Regular
"you've got a beard"
Posts: 7,442
i've been beavering away over the summer break (in between work and other money raising endeavours) to model, rig, skin and animate a new character.

the UVW's were once again the bane of my life... so i "delgated" them onto a mate with more patience than me (i'm doing some rigging for them in return) and have spent the last 2 days doing the facial expressions for the character.

i'm making a short character animation of the guy doing that line from "Liar, Liar", when jim carrey tells the policeman all the things he's done wrong while driving ([URL]http://www.theuniversalgroove.com/speeding.wav[/URL]). the lip-syncing came out pretty well, i'm quite pleased with it and i spent yesterday adding the rest of the facial expressions.

today i hope to start on the body animation (the body is still being UVW'd, so it's untextured at present), but i had a car accident on monday night so obviously getting replacemetn cars/etc sorted takes priority.

shall upload the lip-syncing test later today.

how about you chip? any thoughts what your next project will be?

Rasta - i'm glad someone enjoyed that reference :D
Wed 10/08/05 at 00:57
Regular
"You've upset me"
Posts: 21,152
Very_Metal wrote:
> that looks like a job by... *rattles* de riviera keed!

:-D
Wed 10/08/05 at 00:32
Regular
"Captain to you."
Posts: 4,609
Blimey 5 pages i had to go back for this.

You done anything new Very_metal? i'm thinking of working on something over the next week as i porobably won't have the net for most of it as i am moving house and staying at a friends.
Sun 22/05/05 at 19:29
Regular
"Pouch Ape"
Posts: 14,499
I get ya. Don't think Bryce can do that. The closest it can do (to my knowledge) is setting a shape as positive, then more shapes as negative, grouping them, and watching only the non-intersecting points appear. you can intersect too, which is cool for funny shapes. It has metaballs for more organic models, but not suitable for the wood. I'll see what I can rustle up.
Sun 22/05/05 at 19:13
Regular
"you've got a beard"
Posts: 7,442
monkey_man wrote:
> Very_Metal wrote:
> UVW unwrapping
>
> Not sure what that is...

ah sorry, i forgot you're not using MAX, i've not used bryce so can only offer technique advice i'm afraid as i don't know what features you have available to you.
>
> Yeah, the shapes are pretty basic - but how else would a building
> made from wood look?

no, you misunderstand, i wasn't knocking the modelling, my point that that GEOMETRICALLY they're basic shapes, as in they're basically boxes and don't have loads of extra bits sticking out all over the place.
UVW unwrapping is where you "unfold" your model in a UV editor and you end up with a net (y'know, like that 6-squares-that-folds-into-a-cube thing we did at school) which you then take into photoshop and paint your textures onto directly.
wasn't sure if you'd had loads of practice at 3d stuff so was pointing out that your basic geometry wouldn't be as much hassle as, say, unwrapping a character :)

> EDIT: My favouritest bit is the hanging sign on the saloon - it's
> wonky!

that looks like a job by... *rattles* de riviera keed!
Sun 22/05/05 at 18:17
Regular
"Pouch Ape"
Posts: 14,499
Very_Metal wrote:
> UVW unwrapping

Not sure what that is...

Bryce lets you import custom textures, which I've tried before, but the amount of meddling you can do with the ones on there will do me for now.

Yeah, the shapes are pretty basic - but how else would a building made from wood look? I've tried to be as anally architectural as possible - the roof on the well and the flagpole have struts to hold them up, etc. Cheers for the comments though, very encouraging. I'm even thinking of changing my degree to Digital Arts, or something, when I resume my course again, now that I've got a bit more confidence in my abilities.

EDIT: My favouritest bit is the hanging sign on the saloon - it's wonky!
Sun 22/05/05 at 17:47
Regular
"you've got a beard"
Posts: 7,442
hmm, they're pretty basic shapes as far as the geometry goes, have you thought about UVW unwrapping them so you can paint on custom textures?

looking pretty good though, although i still say the planks are too big ;)
Sun 22/05/05 at 09:56
Regular
"Pouch Ape"
Posts: 14,499
Yeah I've been sorting out the textures. I've left the ones on the buildings roughly the same size, as I think that size plank would have been used. Few too many knots, but you can't remove them - might have to make my own in Photoshop! Used much more scaled down textures for the roof of the well, and the trough in these renders though:

[URL]http://www.threecircles.co.uk/images/western_town.jpg[/URL]
[URL]http://www.threecircles.co.uk/images/western_town_2.jpg[/URL]
[URL]http://www.threecircles.co.uk/images/western_town_3.jpg[/URL]
[URL]http://www.threecircles.co.uk/images/western_town_4.jpg[/URL]
[URL]http://www.threecircles.co.uk/images/western_town_5.jpg[/URL]
[URL]http://www.threecircles.co.uk/images/western_town_6.jpg[/URL]
[URL]http://www.threecircles.co.uk/images/western_town_7.jpg[/URL]
[URL]http://www.threecircles.co.uk/images/western_town_8.jpg[/URL]

EDIT: Oh yeah, can't adjust the length of the plank - might need to add a thin strip to make it look like an end.
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