CompuServe Thread

#dino?

16 messages in this thread
#69603From: sherwood egbertDec 3, 1993 12:55 PM
how was the dino.flc done? how did the animator get the skin to move correctly? where did the model come from (veiwpoint?) sherwood
#69611From: Yost GroupDec 3, 1993 1:31 PM
Steve Sherer built the model from scratch with the lofter and editor in 3DS. The mapping coordinates were applied using the planar method from the side, so that the map was extruded from the left to right side of the dinosaur. – G
#69647From: John WilsonDec 3, 1993 4:55 PM
Wow.
#69776From: Yost GroupDec 4, 1993 1:04 PM
Ditto. – G
#69785From: sherwood egbertDec 4, 1993 1:30 PM
amazing just amazing , i'm really interested in how he built it in 3ds? would he part with that secret?
#69801From: Yost GroupDec 4, 1993 3:28 PM
You'd have to ask him that. – G
#69845From: sherwood egbertDec 4, 1993 10:20 PM
thanks Gary ….. sherwood
#69671From: MARTIN G FOSTERDec 3, 1993 7:25 PM
Sherwood, in addition to what GaryY said, all the motion is morphed. Steve's motto is "hierarchies are for steam engines" <g>.
#69786From: sherwood egbertDec 4, 1993 1:32 PM
hi martin , would you know the techneque he used in biulding it ? sherwood
#69797From: MARTIN G FOSTERDec 4, 1993 2:36 PM
Sherwood, yes, but not very specifically. First of all have a couple of months free then just use the the deform fit tools of the lofter for all the distinct pieces of the creature and then boolean intersect all the pieces together. Finally, do face/vertex tweaking in the 3d editor. The dinosaur might even be for sale, along with the morph positions for the walk cycle. I could probably give you Steve's number if you'd like…
#69830From: John TissavaryDec 4, 1993 7:57 PM
>>First of all have a couple of months free<< You can say that again. I can't imagine how much time it must have taken to tweak everything to that level of perfection. Hats off to Steve, truly amazing! John Tissavary (La Luna cie)
#69894From: MARTIN G FOSTERDec 5, 1993 5:47 PM
John, you should see his humans! I think he's been tweaking them for well over a year, but they are the best proportioned humans I've seen. Steve is a formally-educated designer, I believe, and used to lecture at the Pasadena school of Design using Alias. He's certainly a heavy-hitter in the 3d Studio world and I had the good fortune to work with him on a Sega/LucasArts game based on the Empire Strikes Back. He did some phenomenal Storm trooper and Luke Skywalker models, and all motions were morphed. I merely detailed out the sets on the ice planet. BTW, have you finished your demo tape yet?
#69911From: John TissavaryDec 5, 1993 10:27 PM
I haven't finished the demo tape yet. Every time I'm almost finished I either get a "real" job, or decide I've got to change "just one more thing". But it is almost finished. I've just got one short segment to go, a few lighting adjustments on existing stuff, and I'll be ready to go. How about yours? John Tissavary (La Luna cie)
#69844From: sherwood egbertDec 4, 1993 10:19 PM
Martin ! that would be great! really i would pay just about anything to find out and have that model to study , find out , and SEE how he did that. and apply that t techneque to other animations and models. i really thought the first time i saw that flc that it was from jurasic park! sherwood
#69936From: Judy WellerDec 6, 1993 8:21 AM
Can you still assign pivot points and make it walk if you have done a boolean intersection of the joints? Judy
#69974From: MARTIN G FOSTERDec 6, 1993 11:51 AM
Judy, >> Can you still assign pivot points and make it walk if you have done a boolean intersection of the joints? << No, Judy. Once the joints are booleaned they become one object. Once you've completed the creature (human, dinosaur etc) you have to make several copies of it to create the walking cycle. Each copy will have limbs in different positions to enable a smooth morph to the next position. You'd move the limbs by selecting vertices or faces and moving them or rotating them about a local axis.