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Hash, Inc. - Animation:Master

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  1. Today
  2. AH! the camera bgrnd color of course !! So funny-the manual says you can select a color for the fog and then doesn't tell you how to do it. Thanks robcat.
  3. Can i borrow this model for an animation I will credit you of course !
  4. 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.
  5. Ok I get how it works now, it fades things to darkness but still would like to know how to select a color for the fog.
  6. POSTED A VERSION OF THIS A LITTLE WHILE AGO THEN FIX THE RENDER
  7. 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...
  8. Yesterday
  9. Also the manual mentions picking a color for the fog. where does one do that?
  10. Did that first thing - no effect.
  11. First make sure A:M is set to obey your camera settings:
  12. 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.
  13. found this one and did quick animation
  14. Last week
  15. Good job, Steve! I really like that character design.
  16. It's a real scene now! Good work, Steve! @Roger You got your wish!
  17. How about if he broke out of an egg?
  18. iTS A FATHER AND SON APPEARNCE
  19. 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
  20. found this older model guy115.prj
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  21. 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
  22. 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!
  23. Nice!
  24. 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!
  25. 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.
  26. Earlier
  27. thought I would show a dragon alone the Evil Enemy Rigged.mdl
  28. I love it David. Great job!!
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