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Can i borrow this model for an animation I will credit you of course !
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The Camera "background color" is the fog color. The color will be mixed with the regular render from 0% at the fog start distance to 100% at the fog end distance.
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Take this clump of intersecting solids Render a Toon line with high bias... And a toon line with low bias... Composite them to leave just the difference (sort of)... Use that to mask a blur on the first image and get something kind of like bevels on the intersecting edges of surfaces...
- Yesterday
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Bozed3297 joined the community
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svetlik started following Haven't the FOGGIEST
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Anyone know how to make the "fog" work?? I've turned it on in the camera render options and set the start and end distance but nothing. Any help appreciated.
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- Last week
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Good job, Steve! I really like that character design.
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It's a real scene now! Good work, Steve! @Roger You got your wish!
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Vibel386 joined the community
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How about if he broke out of an egg?
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Well here is the follow up to the previous animation Simple Pleasures For those having issues here is the Youtube link: MP4 version: Simplepleasures2.mp4
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Michael Brennan started following cialis-deshevo.ru
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Alrus45 joined the community
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Free Harvard CS50 Intro to Computer Science course
robcat2075 replied to Rodney's topic in C++ Learners
To use the .c code example they provide for the runnoff election as c++ I believe three modifications are necessary... add these includes and using... #include <iostream> #include <string> using namespace std; replace their get_int code... sample_value = get_int("Number: "); with string sample_value_string; getline(cin, sample_value_string); int sample_value = stoi(sample_value_string); replace their get_string code... string sample_name = get_string("sample name: "); with cout << "sample name: " << flush; string sample_name; getline(cin, sample_name); @Rodney -
Dalianix joined the community
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Iantan2138 joined the community
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I did not know you could single frame Youtube videos! That will be very useful. You're right, it shows some space there! The ball is keyframed to contact the ground plane (see below) but... adding motion blur causes that moment of contact to be only 1/16 of the time captured in the blur as the ball heads back up. 20 years ago, motion blur wasn't an issue, we just handed in the most basic renders. I'm not sure how this problem is addressed in big-time animation studios today, however. Thanks!
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Nice!
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Jeez that looks good! Watching it frame-by-frame (pressing the '.' button)., it looks like the ball doesn't actually touch the ground on the first bounce back on the ground, not sure if I'm seeing it wrong or if that is actually how it is animated, but it really sells the 'bounciness' of the ball to where I can imagine what holding it would feel like. Well done!
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Malon15 joined the community
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My first bouncing ball for classwork at Animation Mentor, 20 years ago this week. Now with sound effects! The assignment was to animate a rigid bouncing ball for at least four bounces. It was OK to have it just bounce in place. I had never really done a rigorously accurate bouncing ball before and I wanted to get this as right as I could. Looking at the time stamps of my PRJs, I see that I spent more than 30 hours on this.
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Armax1048 joined the community
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I love it David. Great job!!