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Hash, Inc. - Animation:Master

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  1. Today
  2. Take... a trip to live answers to your A:M questions at Live Answer Time at Noon CDT, Saturday April 20, 2024. Starship Enterprise helmsman George Takei was born on this day in 1937.
  3. Yesterday
  4. I put a bump map on this model to simulate some wrinkles on the top, but although both top patches have their normals facing out, one patch shows the inverse bump result of the other... Just to try it, I did RMB>Renumber CPs... That fixed it! Don't know why, don't know how, but that did fix it.
  5. Last week
  6. We can do that! Now with more leg... KiltWalk18b.mp4
  7. so I have to say... that's not a kilt... it's a skirt. I true kilt is about 2 fingers ABOVE the knee.. Somewhere I had an Incredible Hulk model wearing a kilt and tossing a caber.. sadly lost to the great hard drive crash of '01!
  8. this is screenn grab when I was looking for a model on an AM area ob my computer
  9. Heh that turned out pretty well with the tartan texture.
  10. Today at Live Answer Time we tried all the wrong ways to put a skirt on someone, then we did it the right way... simcloth! KiltWalk18.mp4 @Roger
  11. Earlier
  12. I tried to make the first version then gave it a boost by using chrome copycat2.prj
  13. One of the problems I've run into importing my A:M models into Blender is that most of my models have very limited geometry. I can add a subdivision modifier, which does smooth out the parts and pieces, but it also reduces them in size, so I end up with a model that no longer looks like it did in A:M. Today, I watched this youtube video... A subdivision modifier that keeps the model's volume! And suddenly, an old friend appeared, looking not a day older (or skinnier!) I'm busy with the latest Stalled Trek, so I can't really go off on a deep dive right now, but if you've run into this problem, this appears to be a solution!
  14. In case anyone is interested, here is the grand prize winner. Looks to be AI generated.
  15. You can make them talk wuith the right image on a simple project
  16. A modern render of my 20-years-ago Showdown entry, now with lighted dance floor!
  17. BTW, Steffen's page documenting the settings in Transfer_AW can be found... http://www.sgross.com/plugins/plugin24/index.html
  18. This is very cool indeed
  19. Look at this fabulously flexible result of rigging a face with the Transfer_AW plugin. Steve @Shelton modeled this great character (right) and then we pulled out a lo-res version (left) with just enough splines to cover the essential landmarks of the face. We rigged and CP-weighted that with some minimal bones for the jaw and lip corners and then used Transfer_AW to interpolate that lo-res rig to the hi-res mesh. It would need some further fine-tuning but this is a huge time saver for rigging a face. TAW Hans.mp4
  20. As I dimly understand it... Z-buffered lighting works by rendering a depth map from the viewpoint of the light. Every pixel of that map is really a number that is the distance from the light to the surface point that pixel lands on. then when the real camera image is being rendered, every pixel is checked to see if the surface point it lands on is farther from the light than that same surface point is in the depth map. If it is farther, then that means some other surface is in front of it from the light's point of view and it must be in shadow and should not get the light's intensity added to it's surface color. Apparently this is usually faster than computing an actual ray form teh camera to the light. So why can't this process accommodate the Boolean cutter? I dont' know, but it doesn't.
  21. A modern render of this Showdown entry, now with lighting, atmosphere and sound...
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