#CNN-Mitchell Murder Mesh
9 messages in this thread
Gary, HI, I saw some discussion about the Porn Kings/Mitchell Bros.
animation done with Alec. We have renamed our man mesh in the 3D studio
ANATOMY collection to "The Mitchell Man". As you know, Alec bought the
collection (including the skeleton, woman, heart, etc.) from VIEWPOINT for
$395.00.
I remember several years ago we priced a model for a Man for a big $$
animation for another litigation case. The price was $8500.00 !!!
Thanks for growing the market …..
To order the VIEWPOINT COLLECTIONS call 800-748-4170.
John, that model of the man which Alec used has gotten alot of use at
Autodesk as well. We used him (as a mountain climber scaling our logo) on
our 3DSr2 launch tape. Of COURSE Viewpoint got a credit (as usual).
You guys are great. The pricing on the "collections" is truly amazing.
Thanks again!
– G
Hello,
Hate to poke my nose in ,but I gather this is an anatomical mesh program
for 3ds –We'd love to know where to check it out– I know of 3d people &
humancad ,but may have some need for skeletal details especially of the
head. Is this program this detailed??
Have a good evening
Kimberly
John,
You're going to call it the "Mitchell Man" ? I call him "Artie" or "The
GHMF" (pronouced "gumpf") for Generic Human Male Form.
I did buy your anatomy collection for $395 and I thought that was
expensive. After briefly (very briefly) attempting to create one myself, I
ordered one from you guys the next morning. It worked well. I do wish your
hierarchy extended down to the finger joints. A new project I'm working on
requires me to show a close up of a hand holding a pistol and pulling the
trigger.
Good work you guys, and thanks.
Alec Jason
You can create seperate objects of the finger joints in the 3D Editor by
"selecting" the faces you want for that part of the finger, doing the
CREATE,FACE,DETACH operation, with the SELECTED button ON. This creates an
object which you name. Then do the hierarchy link operation in the
KEYFRAMER starting at the lowest joint and linking to the next higher.
An alternative way of doing it is MORPHING. You make copies of the hand for
your morph stages. You then bend the individual faces of the finger to the
appropriate part of the finger bend in the 3d editor. You then morph from
one hand to the next in the KEYFRAMER. I hope I have been clear.
If you haven't already done so, I strongly recommend completing the
3dstudio tutorials. You may find you will be able to build your own models
after some practice, or definetly customize other peoples models.
Thanks for your suggestions, Martin
I've got a lot to learn, I know. But I am not an artist and I had a hell
of a difficult time trying to create (draw?) even the simple beer bottle I
used in the animation.
I realize that a real artist or draftsman can create almost anything with
3DS but I'm not one of those and I don't think I have the time to learn to
become one. No one will come to me with an animation project because I'm a
great artist, but because of my technical expertise in forensic matters. My
value in this business is (I hope) in analyzing the evidence and then
establishing a visual representation to present the evidence in a
meaningful and effective manner.
What I want to do is simply to manipulate objects and determine the
camera's POV. I really feel that I should no more have to create my own
meshes than a film director should be required to build his own set and his
own props. Creating meshes is — to me — the drudge work.
It's difficult to communicate via computers as it is easy to be
misunderstood so I want to clearly state that I am in no way contemptuous
of nor do I feel "superior" to you mesh-builders, you artists. I admire
your skill very much but I know what my strengths and weaknesses are.
I think that perhaps I am one of the first non-artist,
nonarchitect/draftsman, non-animator, 3DS users. There may be an analogy
between current 3DS users and the early automobile owners. To run a car in
the early days before mass-production, you had to be very handy with tools
and have a strong understanding of how the engine worked and you had to be
able to fabricate some of your spare parts. Things changed and it quickly
became possible for anyone to own and drive a car without any mechanical
ability (and without any understanding of principles of internal
combustion.) Martin, you are one of the highly competent, adventurous
"mechanics" of these "early days" of computer animation.
Alec:
Well, Stephen Spielberg isn't known for his acting, either. The way that
Autodesk has latched on to your stuff, you should be able to get plenty of
help from them! <G>.
You should just hire out for a modeler… and then you can do the directing
without being 'bothered' with the details <g>.
C#
I know what you mean, Alec. Mesh building can be tedious, so there will
probably always be a market for ready-made or custom mesh building
companies, like Viewpoint and Technical Designs. I certainly have and will
buy stuff from them, also.
Sometimes, however, my client's budget does not extend to buying that stuff
or the kind of thing I need is not available. I think Viewpoint will build
a mesh of anything you like. BUT, if it's a custom job, as apposed to
something currently in their library, your talking THOUSANDS of dollars not
$395! In that light, being able to build meshes seems, although tedious, a
pretty useful skill.
Also, bear in mind that you can avoid complicated geometry, sometimes, by
using a texture map (typically of photo) of the object mapped onto a flat
object. This can be a very handy way of avoiding the
I_hate_mesh_building_syndrome.
Good points, Martin.
BTW, I don't we'll have to be building as many meshes as we used to now
that r2 is here. I couldn't say anything about the CD last night but when
I first learned about it, it was to me a very, very welcome feature. "Clip
art" (or "Clip MESHES") will make life better.
Thanks again — I really do appreciate and value your comments.
Alec Jason