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Everything posted by Rodney
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A character I started working on yesterday
Rodney replied to jirard's topic in Work In Progress / Sweatbox
That could easily pass for a photo of a doll in a playset. That particle hair is quite impressive. (I assume that it is particle hair) Looking good! -
As for the annotation tool... I like how it allows a drawn line (or text) to be placed on a single frame or on all frames. And the erasing of same... nice. That's very useful.
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This would appear to be that elusive FFMPEG interface I've been looking for. Perhaps not THE interface but... so far so good.
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I haven't played with it much but from what I see it is indeed quite powerful. It can be that bridge A:M users often need between .MOV and other formats as well to include images sequences in a variety of still image and movie formats. To get a .MOV format compatible with my installed codecs I had change from the default .MOV codec to a more common one. As I said, the user interface isn't the most intuitive but it's not hard to figure out. Right Click to Open/Save etc.
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The user interface for this program isn't exactly intuitive but I thought it might be useful for those that don't have a dedicated viewer to open and adjust EXR renderings outside of A:M. Being able to relight images easily is very useful. https://sourceforge.net/projects/mrviewer/?source=typ_redirect The program can do a lot more than just open, display and convert EXR images so may be worth a look. Listed features: A video player, interactive image viewer, and flipbook for use in VFX, 3D computer graphics and professional illustration. Features Flipbook player HDRI viewer Multichannel Support in OpenEXR, PSD, MIFF and TIFF formats MultiView OpenEXR support 4K Video and Audio player Network syncing support Non-destructive EDL Grease Pencil support Multi Part EXR images Deep OpenEXR images (Deep Scanline and Deep Tile) Animated GIF support Color Transformation Language (CTL) Support ACES 1.0.3 Support OpenColorIO (OCIO) support Linux 64bits and Windows 32 and 64 bits Video and Audio Transcoder Scrubbing with audio VR support for environment maps and VR movies and sequences Passive 3D Stereo Support (anaglyphs, top/bottom, side by side, interlaced, checkerboard) OpenImageIO (OIIO) support
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On discord I've been posting some quick texture tests/renders based on found items on the internet. Most of the latest tests have been based on materials designed for use with the Thea renderer. Nothing fancy but it's fun to explore.
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The joys of antivirus software.
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With regard to rendering multiple frames at a time... Here's some research that in loosely based way suggests an approach to projection/prediction of frames in temporal space. http://www.cs.cornell.edu/~asaxena/learningdepth/NIPS_LearningDepth.pdf Here's a somewhat related application that follows the general idea: https://github.com/mrharicot/monodepth The label given to the process of determining depth from a single still image is "Monocular Depth Estimation". Of course a renderer isn't going to do that... that wouldn't be practical or optimal... but the basic process used mirrors that of raytracing/pathtracing as an underlying framework. Each shot into temporal space rendered reveals more about the volume within the framework of frames/slices along the path each tixel takes. That same tixel can record its journey over its allotted lifetime, as with any particle shot out into space. I would imagine the standard two sensors would be RGB and Alpha. Where the former represents a hit in temporal space (that registers the albedo of the surface and then returns to the origin after collecting required data (such as angle of deflection etc. which will not always be followed but stored for future reference). The ray then returns to the origin in the most direct path (which unless the receive is otherwise placed should be along the same path in which previously cast). An anticipated and well known measure would be that of rays that travel directly from origin to Alpha. This is a known linear distance based on a given frame range. If all rays in a 24 frame range reach Alpha then that space are rendered for all 24 frames; there is nothing (no object) occupying that space. Now again, because of channels and keyframes we don't need to cast any rays. The channel keys and splines already identify objects, orientations and movement in that space. So we can already predict and project where objects will be rendered volumetrically in temporal space.
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Ooooh. Nice catch Robert. That change in the Compensate would definitely account for the results being observed here.
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Using Terrain plug-in as a pose?
Rodney replied to R Reynolds's topic in Work In Progress / Sweatbox
I like the idea of the moving displacement map. The terrain wizard is nice but I think for your needs it's not ideal. -
Welcome back Jeff!
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Fuchur is on the right track. I seem to recall that adding Aim At constraints toward the end of a process works best.
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Whooops. I spoke too soon. The CD I have evidently can run v14 and so the installed program launches (with CD). Of course launching is one thing... getting it to work and work optimally is another. (As much as I like the images on the CDs... I am reminded of what a pain it was to have to insert the CD to launch A:M)
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While doing some spring cleaning I found my v13 CD in a box in the closet. I gave running it via Windows 10 with various recommended stuff file and compatibilities in place but no dice. I have a few older computers I might need to keep handy for those moments I get nostalgic. But then again I could say the same thing about a few old programs with floppy disks... and I don't have any of those drives lying 'round.
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The error message says "Playback on other websites has been disabled by the video owner." which suggests to me that some share setting needs to be enabled in order to see it here in the forum. The distort cage approach is a great animation technique. I'm surprised we don't see more of that. Great stuff!
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If I understand the question correctly I'd say the only way to achieve that for deformed/animated meshes is via baking. But this is a general restriction of material and not exclusive to BitmapPlus. If I'm reading too much into this and you just want the bitmap texture to stick to shapes animated via bones then I'd say 'make sure you have 'Global axis' turned off. But I can't imagine this latter one is your case.
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It's worth repeating... so it's definitely worth repeating the requirement here. In order to get the gif to animate in the post the gif has to be a a specific size. A few years ago when gif animation capability was added to the forum I tested a few sizes.. Huge (or even large) animated gifs are generally better linked to (via uploading to the forum) because people usually open a topic to read the topic and don't like to wait for gif animations to ramp up. If a topic has a lot of gif animation files posted it can get unwieldy pretty quickly and back then people complained about delays in images displaying so I tried to avoid that. With faster computers these days and a resurgence of interest in gif animation we may need to revisit the size and perhaps allow slightly larger animated gifs to play in a post. P.S. I knew there would be a great story behind the green hair!
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There has got to be a story behind the green hair. Come on Dan.... let's hear it! For those that haven't clicked on the image... it's animated so... click to see.
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They launched in 2010. So, they aren't short on submissions. Asid: If they catalogued those submissions (which I assume they did) they have a pretty good pulse on what kinds of screenplays are in play. That data alone is valuable. Given that number of submissions I foresee that more than a few lawsuits claiming "they stole my idea" will be forthcoming but I'm sure the submission criteria legalities covered that eventuality. Ref: https://en.wikipedia.org/wiki/Amazon_Studios
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Change is in the wind... As of yesterday 13 April 2018 Amazon Studio is no longer accepting script submissions. Any currently submitted scripts will be available until 30 June. For more information: https://studios.amazon.com/help/faq Their recommendation to aspiring filmmakers is to submit to festivals via without-a-box.
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I've tried a few but haven't started working my way through methodically yet. If no one ever runs into the bug... is it still a bug?
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Thanks, Filed the report as #6876. The workaround is to use an earlier version of the mmop.hxt file.
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A random test had me using the Muttiple Models on a Path wizard and unfortunately I get a crash each time I attempt it. Perhaps someone can verify? Create a simple model (to be placed on the path in the chor). In the Chor window create a Path In the PWS select the Path and Right Click (the only option should be Multiple Models on a Path) Follow the instructions and select your model and apply. At this point A:M crashes for me. Edit: Figures... as soon as I post I thought to check to see if the v18 MMoP.hxt file worked in v19... and it does. So, that would be the workaround if the v19 MMop.hxt is corrupted. The file that isn't working is dated 2/6/18 and the one that is working for me is dated 5/25/15.
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Nice setup and render Mark! If I could I'd put in a order for couple new seasons of your product. The Lone Ranger might work better as an animated show anyway. Although.... I keep expecting to see Disney/Marvel release all their classic cowboys "Kid Colt Outlaw", "Two Gun Kid", "Rawhide Kid" etc. any day now. (Lots of 'kids' in those western comics!) Years ago I spent some time drawing up some cartoon sketches of a few of those characters because I wanted to pitch the idea to Marvel.
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Getting Nice Wacom Tablet Performance in Windows 10
Rodney replied to williamgaylord's topic in Animation:Master
Thanks Bill! I copy pasted this for some other folks i another forum (credited to "Bill") as they were having similar issues. I hope that is ok and if not... let me know and I'll remove it. Great advice. (I need to tweak my settings and see if it doesn't improve my setup)