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Posted: Wed Dec 14, 2011 3:29 am
by GCharb
Come to think of it he does look like him, always loved that movie, must have emulated him!

Posted: Wed Dec 14, 2011 3:38 am
by sbtamu
GCharb wrote:Come to think of it he does look like him, always loved that movie, must have emulated him!
I have always liked the thin tall type characters. I animated this one for a local hardware store earlier this year.

Image

Posted: Wed Dec 14, 2011 3:41 am
by GCharb
Yeah, I remember him, and I also like the tallish, very stylized characters like these.

Posted: Wed Dec 14, 2011 3:47 am
by sbtamu
GCharb wrote:Yeah, I remember him, and I also like the tallish, very stylized characters like these.
I actually went on to make a front and side of this and fully rigged them.

Now if I had any real ability to write a story and do something with it; is in itself a different story.

Random question

Posted: Wed Dec 14, 2011 11:47 pm
by Matsuemon
Hey guys,
Take a look at this photo I'm using as a reference. I have a question about random facial lines (indicated by the white arrows) and how I might set them up in the model. For example, when the character turns all the way to one side, some of those lines will be gone/hidden. But since they aren't objects, like an eye or ear, I don't know if I can do layer sorting on them, but maybe I could put them on a layer like "left facial lines" and "Right facial lines" then give them a negative z depth to make them disappear in profile view?
Image

Posted: Thu Dec 15, 2011 12:49 am
by GCharb
Just create a separate vector layer for the lines and just move them out of view when not in use.

Posted: Thu Dec 15, 2011 1:00 am
by Matsuemon
GCharb wrote:Just create a separate vector layer for the lines and just move them out of view when not in use.
Ok cool. Was thinking it was possible but wasn't sure. Thanks Gilles! :D

Posted: Thu Dec 15, 2011 2:15 am
by funksmaname
lines are still object and can still be depth sorted... also, you could move them off camera without them being in their own layer - but if they are on their own layer you could just animate their visibility.

Posted: Thu Dec 15, 2011 2:19 am
by neon22
You can also scale them to size 0.0
Can be useful, if when turning head, you are shortening them anyway...

Posted: Thu Dec 15, 2011 2:26 am
by funksmaname
or animate the stroke to 0 rather than the points... (if that's not what you meant)

Posted: Thu Dec 15, 2011 3:42 am
by Matsuemon
Hey Funk and Neon,
Thanks for the great ideas. To be honest I didn't even know you could do that. Never even thought of animating or scaling a stroke, but it makes sense now that I think about it. Thanks again!

Horse/rider design question

Posted: Wed Jan 11, 2012 4:44 am
by Matsuemon
Hey guys,
I've been giving my Old West animation some more thought, and whether or not to attempt it in AS. I guess none of the horse stuff would be too bad in AS Pro, but doing some of the tack (reigns, saddle, etc) will be a bit of a pain. I'm wondering if I should create a horse from three or four different views, like I would a person. Or should I just do all the more complicated things (turns, etc) FBF and by hand?
Any thoughts or ideas are welcome! I did find a free horse model for AS, but I will have to add the tack and saddle. Anyway, thanks for any input

--Jason