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Academy on A:M Toon shading

Line Surface Gradient shading toon

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#1 kazagruma

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Posted 14 February 2017 - 07:09 PM

Recently, I am researching ways to process 2-dimensional animation, line drawing animation, illustration of manga and game, commercialize material outputted from Animation Master.

 

Little by little, I think I will announce the results.
I want users who can approve actively participate.
Let's make "A: M" exciting.
At least I want to make this tool known to the world.
It is a wonderful animation tool.
 
Thank you.


#2 kazagruma

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Posted 14 February 2017 - 07:21 PM

Izanami_p01.jpg

 

It is a female element body "Izanami" (Japanese Eve) for games that I am modeling with 'A: M' recently. Line size is 0.8, 25% of the surface color setting. Shading is done with gradient + specular adjustment. I have not set the bones etc in the initial stage yet.

 

It is characterized by the minimum spline production. I think that this can be done only for 'A: M' which can edit CP inclination.



#3 robcat2075

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Posted 14 February 2017 - 08:10 PM

That's a good toon-line result


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#4 Rodney

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Posted 14 February 2017 - 08:54 PM

Impressive results.

That looks a lot like hand drawn outlining and shading.  :)


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#5 kazagruma

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Posted 15 February 2017 - 12:19 AM

Izanami_p02.jpg

The spline of this model is very small. The smaller one is closer to hand-drawn animation. It is ideal to reduce complicated shapes as much as possible.
Because it is necessary to move the CP directly depending on the scene.


#6 kazagruma

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Posted 15 February 2017 - 12:40 AM

It is important to place the spline along the human muscle. It becomes an ideal shape by muscle consciousness.



#7 kazagruma

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Posted 16 February 2017 - 03:20 AM

Izanami_v08.jpg

 

I modeled a woman 's face. Eyebrows, eyes and mouth are not integrated with the head.

The image is not processed. It keeps outputting as "A: M". The shadow of the hair has some errors.

It is likely to be high quality with a little adjustment.



#8 Shelton

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Posted 16 February 2017 - 08:16 AM

This looks great! I have never explored this featured of AM. great looking character!
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#9 kazagruma

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Posted 17 February 2017 - 07:23 AM

Izanami_v08b.jpg

 

Thank you Shelton. This topic will teach my research results and setting method.
It is currently under trial and error, so I will tell you when technology is established.
There was a mistake in the rendering setting. It was necessary to turn on toon setting and to turn off all the settings in it.
I noticed that the result was different from preview rendering.
 
"A: M" outputs very beautiful lines.


#10 kazagruma

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Posted 25 February 2017 - 06:27 AM

comic.jpg

 

comic2.jpg

 

The body's bone setting was 70%. I paint the line drawing with color using AI "PaintsChainer" of Japan painting color automatically.

http://paintschainer...tech/index.html

 

And using "Filter Forge" to do manga processing.



#11 kazagruma

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Posted 25 February 2017 - 06:40 AM

pietest.gifI tested the dynamics constraints. The physical simulation of "A: M" was easy to use and evolved.



#12 Rodney

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Posted 25 February 2017 - 06:48 AM

I tested the dynamics constraints.

 

I'll say!

 

Looks like success to me.


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"You can lead horses to water but they still will not animate feature films."
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#13 kazagruma

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Posted 25 February 2017 - 07:10 AM

Thanks Rodney.
By looking at Tips and prj files of Rodney and robcat 2075, I found out the mechanism of dynamics constraints.
It is thanks to you.


#14 nemyax

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Posted 27 February 2017 - 03:23 AM

There's a weird transition here:

idL9W3N.png



#15 Fuchur

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Posted 27 February 2017 - 09:37 AM

Really looking great :).

Dynamic Constraints are very easy to use.

I'd maybe make it a little bit more stiff because her breasts are really very bouncy (not that I would have a bigger problem with that ;)).

 

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