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Hash, Inc. - Animation:Master

Rodney

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Everything posted by Rodney

  1. Fun and full of potential!
  2. Everything is expected for your work to be considered above average. That's the way of things. If you please yourself others are sure to (eventually) take notice of your efforts. Having said that, if you have some cloth flappin' in the breeze and it doesn't look like cloth, others will definitely take notice. Hair I classify as an effect, while cloth I see as more of a time saver for animation. It's kind of like modeling versus animation, you need both more importantly there is a reason you need them. Don't animate the guy jumping if there's no place in the script that calls for him to be jumping. Don't model a boat if there is no place to use it in the story... that kind of thing. Some of the best work I've seen was done in the process of moving around an obstacle. Sometimes though we've just got to dive right into the thick of things and do what is expected.
  3. This lastest is a fine addition to add to the mix. Where possible I recommend staying away from hair. Unless it's an effect you really need to use that is. When you are done with the shot if you look at it and can say, "Boy, this shot sure could use some particle hair!", then it's time to add the hair. Congrats on the job! Make the most out of every opportunity.
  4. While the perspectives of these two images are from different angles I think the difference can still be seen in the curvature of the spine. If you perfect that spine everything else should fall in line. Additional Question: Is the neck in your model too long? (In the photo think we may be seeing it foreshortened so it's longer than what that would have it appear to be by at least 2/3). Suggestion: Try a version of your polar bear with the neck about 2/3 as long. You can always stretch the neck out further but my thought is that what makes the neck appear longer (or shorter) is when the shoulders move back and forth. As your drawing indicates a normal positioning of the shoulders I'm going to guess that your current neck is too long. Looking good thus far!
  5. I've always wanted to use Visio but never really had the need for it. I opened it up at work a few times and mess around with it. We need to get you a video capture program because what you've got going on looks like a great workflow. Extracurricular: I wonder how hard it would be to create a utility that recursively moved through those hexagons in an image, located a dot of color that was different than the border and filled in the remaining hexagon (or any shape for that matter) with the found color. In this way all you'd have to do is go in and make sure there is at least one (even if only a pixel) within the inside of a hexagon. Of course, if it found a particularly designated color it would add that to the Alpha Channel which also contains a copy of the outline/borders so that they could easily be dissapeared. (I lie awake at night thinking of stuff like that. )
  6. I confess. I give up. But that is one very seriously fine model (the approach to texturing it that is!) This is the first time I've every heard anyone say they were texturing a model in Visio. Yet another tool in the toolbox to consider.
  7. Much better timing and action-wise John. I'd say they are 'strolling' in that one.
  8. I haven't viewed Stian's video yet (I will!) but after posting I read back and saw he had a similar approach as me. What I would do in your situation with a moving camera is (perhaps) to constrain the sphere to your camera so that the open half always is in front of the camera (In Stian's case the hole he's created would remain in front of the camera). In the real world that huge half sphere would be a problem but in 3D space it's not gonna knock anything over as you move the camera around all over the place. If a static reflection is required then the camera could punch a hole in the sphere wherever it is looking via a number of methods (A Boolean cutter would be a fairly easy setup I would think. You could have that shape rotate like the camera and cut through the sphere in front of the camera. Usually a feature request just formalizes or optimizes something we can already do in A:M.
  9. Okay, this definitely looks promising. I had completely forgot that back in 2006 or so I had set up a Box.net account (probably for use with the Extra DVD). Shared files in the A:M Community might be worth looking into. Even if not used in the A:M Community window I could see A:M Exchange gravitating toward something like this. Keeping it non-commerical is important though unless someone wants to pay $ for it. We could probably just do a standard html FTP thing but this does demonstrate the capability of using Box.net and similar services in the Support window. It should be a bit sobering to understand that we've been able to do stuff like this in A:M since v9. The rest of the world just had to catch up.
  10. I just realized I haven't posted a comment. I must have been stunned into silence because I sure thought I had. That Secondprize... pure awesomeness. Again we see yet another Mark of genius. Yes, isn't it interesting how we see our old ideas return to us time after time after time.
  11. That's a great update to the page. Perfection. (Although 'Update Images' might be even more self explanatory) I like your support page as it is right now that I'm tempted to always leave it that way. More stray thoughts about html usage (enter at own risk): One of the reasons I want to lock down my own use of the .htm extension is that I've set the default URL in my user settings in A:M to "info.htm" (presumably some people put in a personal website but I've rarely seen one that links anywhere). Setting the URL to 'info.htm in my settings means that every Project, Model, Action etc. I automatically has an associated link to a html file in the same folder as the asset. When the link is clicked *and if* an accompanying file named "info.htm" actually exists in the same folder, the info.htm file opens in a browser to display information about that assets. Note that I am not saying I actually use the File Info URL all the time in this way, only that I have had it set up that way for years. It was a byproduct of trying to figure out a good way to store file information/credits on the Extra DVD. The menu for that was originally going to be a tiddlywiki file that could be edited by the user. The idea was premature and was jettisoned without explanation prior to the DVD going to press. The theory here is that every file created should have some documentation in some form or fashion and that is pretty easy to do by creating a file and dropping it into the folder with the asset. That file can then either be opened by clicking on the file itself or by clicking on the URL link inside A:M. Note that this 'user customization' of the URL further compliments AMA by allowing documentation of files that are outside of the scope of AMA's property documentation. (Almost) every A:M file ever created has this URL assigned to it via File Properties. It just usually isn't used in that way. Now, I'm off to test the ability to enter keystrokes into the Support tab window!
  12. Perhaps someone can set me right about the difference between use of '.htm' versus '.html'. There doesn't seem to be any specific usage preference and depending on the link knowing which one to use can be frustratingly hit or miss. I could wish that local files were .html and online files were .htm While the rest of the world might not pay any attention perhaps that might be Style Guideline Proposal 02. Any thoughts on that? Added: I should note that I do understand the history of the differences and that .htm is preferred to maintain compatibility with the older 3 character extensions. What I don't grok is why some tend to use them interchangeably when that makes it considerably easier to accidentally break an otherwise valid link. The difference means that the link can be broken in two ways either at the hyperlink reference or at the filename (a useful swtich to be aware of if you want a simple way a little control of access to information via hyperlinking). Perhaps in a perfect world all browsers would first test to see if there is an .htm version of the file and if not look for a .html version. Failing to find either would launch the 404 page. Standardizing .htm as online and .html as offline would be useful in that we'd gain the ability to switch files on/off by simply changing, or adding/deleting, the last letter in the extension. The browser would automatically know if the file was suppose to be online or offline even if it sees that it exists. So, while the .htm file is ready for dispaly the .html file (while still viewable) is simply waiting in the wings. Sorry... this is a 15 year old itch.
  13. That demonstrates the Support tab's utility perfectly. A quick right click and refresh and we've got a new set of images to view. Great work Fuchur! As long as these custom support.html files display in the Support tab we may want to make it standard practice a link to the official (online) A:M Support page to added? While we can't force anyone to add these two links, it is the only way I know to maintain the support focus of the tab. As such I think it's important. Under current usage A:M looks into the A:M Directory and sees: A:M will display the default Hash Inc support linking page ( http://www.hash.com/community/Support/Support.htm ) in the A:M Community Support tab This default html file provides a link to the Hash Inc website support page: http://www.hash.com/?pcode=support_contact A:M will display the contents of this local html file in the Support tab It can then link the other files as dictated by its publisher The Support tab cannot see any html files that are not linked via the Support.html. It is assumed A:M's local data folder (v17.0\Data\) is where standard project files, TaoA:M resources and other content is installed is optimal. Users (and content providers) will need to be able to rely on a location that doesn't change easily. Support Tab Style Guideline 01 Proposal: Where possible content creators of Support.html pages should include two default links in their custom Support page (preferred location at the top): 1. Link to Hash Inc Support page: http://www.hash.com/?pcode=support_contact 2. Link to a standardized "Publishing" directory where shared html files are located (User Collection) What do you say Fuchur? When we are dealing with only one support page it's a fairly trivial matter. Its when everyone creates and shares their own custom pages that a little (two link) standardization may become important. You are officially my favorite support tab content provider. As of today, your new support page is my default! Edit: Corrected bad links!
  14. Does anyone know if A:M temporarily stores the render data we see in the 'Status' and 'Options' panels to a file (or perhaps if this is a debugging option that can be turned on?). At this point it is more of a curiousity for me but since that is very useful data displayed in those two panels I'd like to save it as data versus a screen captured image. Anyone know if/where the rendering data is saved?
  15. I think all of the superlatives have just about been used. You've done a great job on her. Very impressive!
  16. Looking very good John. I see their personality already shining through.
  17. I should have also mentioned that you'll want to render out to EXR to get the reflections separately. If anyone has a test project that they'd like to see resolved post it and I'll be glad to look into it.
  18. Elm, I have to thank you for making me a whole lot smarter today! At the last minute while I was typing that last post my brain locked in on something I hadn't yet tested so I added it: This not only allows for some great effects but should also remove the need for using a half sphere altogether. Perhaps more importantly it allows us to add reflectivity to the backs of the objects. Personally I like the half dome because it guarantees I will have my Alpha Channel. Anything that isn't Alpha I know I have put there myself so I can find it and take it back out. Thanks Elm!
  19. Okay... after a couple failed attempts at a better solution here is an approach that should work. You'll need: - One or more objects in your scene (with some surface reflectivity) - One half of a sphere (decaled) - This will give you the reflection on the object(s) The missing half of the sphere will allow for your clean Alpha Channel. (For some interesting effects you should be able to just make that half of the sphere partially transparent!) Important (I think): Makes sure under the object properties Options you have 'Flat Shaded' and 'Cast Reflections' set to on. You may get some reflections without these settings but not the image applied to the half sphere. - One camera with Alpha Channel, reflections and all other appropriate settings turned on placed between the half sphere and the objects (pointed toward the open half of the sphere) The camera will record the scene with the Objects reflecting the half dome behind the camera while preserving the Alpha Channel. I can try to clean up my test project and share that if my instructions aren't clear. I tried so many things it's a mess!
  20. I think you just need a vacation Will. That and seeing a little creative progress will go a long way to getting you back on track. I'm not sure what good I'd be to you in a production environment but I'd be more than willing to sign on. Sleep on it. You can have the best of both worlds and eat more than ramen!
  21. Well, the general idea is that it's not a one time thing. (Perhaps that is why people balk at paying for software... they think only in terms of immediate usage... hmmm.... thanks for that thought!). After converting 5427 SWFs to MOVs in a short amount of time that investment in SWF conversion should (theoretically) pay off. We might just have converted 5427 lousy looking shots. Garbage in. Garbage out. The investment of $99 in a SWF to MOV converter is not a trivial matter and I don't mean to imply that it is. IF YOU REALLY NEED IT, then it is investing in yourself. If you buy something but never use it you are just spending money. It's silly to suggest this but perhaps you know people who seem to always be wasting money? The rule is pretty simple. Don't buy want you don't need or don't want. Consider well how people tend to put off such things (investing in themselves). This is not just about purchased products... it's about freeware as well. What we get out of any product mostly depends on what we've put into that product. The bottom line: We have to be as committed after the buy in as we were when we still only just wanted to buy in or we won't be able to realize and maximize the return on our investment in that product. If we know what is going in, we can project what will come out.
  22. When you get all of these done you should consider merging them all together into the final shot. Fading in and out of each one will let you dial in just the right intensity and let you choose the style that you want. If you can provide three (small) movies with each of these shots I should be able to put something together to show you the process. You can do this yourself in A:M's Compositor using four or five Mix post effects to blend all the shots.
  23. Okay simon... wow... you've got a lot going on there! Let me get some words back from you and that'll help me figure out where to focus. Here is where I might focus if I were doing the work. 1. The most important part is the end... the big payoff. There are some pretty substantial areas for improvement here that are very similar to your earlier short. The off balance fall is not playing right and doesn't flow in the full scheme of things. We've just seen Fred do all kinds of jumping and dancing around and then... no payoff at the end. There is no motivating factor that suggests Fred would lose his balance and fall except if he knows the video is coming to an end so he falls because you animated him doing that. (Not good enough I say) Here is a mild suggestion but it's only my exploration of what might happen... not a suggestion per se: When he gets to his last cue and the music begins he might recognize the odd music... pause a beat.... shrug... and anticipate deeply as he begins to start playing again... as he overexaggerates his motion to the beat he then starts to lose balance in three stages... leg up... leg UP.... leg too FAR UP! Now he is off balance and can start to react as he is falling. 2. Progression/Transitions. While you can do this in post it's important to think about it now. The key to a good transition is to cut mid shot. Because you are starting with a new riff every few seconds this is a little more of a challenge but I believe it mostly means that you need to concentrate your transitional progresses on the fading out. This should be done via audio but I am more concerned with images here. Think a completely black image. Now think of a white dot somewhere in that blackness. That white dot is your focus and it needs to be on Fred. Everything else fades to black. If you are familar with the term Vignette... that's similar to what I am talking about. (This effect can be achieved in A:M but in many other programs as well). As far as Progression goes you also want to think in terms of opposites and increments. Think for instance; cold and hot. What is your hottest part of the sequence (It probably should not be the final payoff... because it's a gag you are building up... building up... building up... and then go in the opposite direction). Out of all of the different pieces of music each has it's intensity and that intensity grows (in some form or fashion) with each shot. Usually you want that change to be unnoticed during the build up so that's why it's incremental. You start this in a way with the intro... everything is dark. But do this with your main section too... and then go intense and let it fade off in the third part. If this doesn't make sense... I can throw more words at it. Edit: I just remembered an important tool of progression you can use for each of the music shots. For your consideration: As each new piece of music begins start zooming in slightly with the camera (you can do this after all of your images are rendered... you don't have to rerender them again!). If more appropriate you can pan, tilt or shake the camera to capture the specific music you are on. Then as each new piece of music begins... BAP! You are back out and progressing back with the camera into the shot. The general rule: When thinking of progression in your scene where appropriate don't forget to progress the camera. Otherwise there will be less life in the sequence over all. 3. I smashed #3 in with two so I'll add this: Minor quibble: I don't think the mop/broom standing up is going to cut it without something keeping it up there. Possible Suggestion: Have Fred hold it as he decends but then push it upward as he goes down (this is an important element of animation... a secret... so don't tell anyone... as you animate one thing going one way, animate another going the opposite way. Shhhh... our secret). Now an important part of this mop going back up is that it doesn't get all the way back up. And when it runs out of energy it starts to fall down to the floor where it accentuates the end with your trademark bounce (seen in your last episode). You've got the essence there now you need to work on the presentation and payoff. What you've got now is looking good. Keep it up!
  24. The answer is 'yes'. (What Fuchur said) The real questions: Do all assets need to be showing in camera at all times (Rhetorical question.. the answer is 'no, they do not' mostly because they will not all be seen in the camera at the same time. That's the beauty of matte images stage sets.) Does the scene require radiosity or realistic rendering? How will you approach the animation of the scene? How detailed is each frame of the scene? If you are just wanting to build a model in A:M so that you can move around in it? (Be the master of your own kingdom with no desire to render anything?) So, the answer is yes, A:M is more than capable. The speed through which you can model and animate a scene will largely depend on your computer and especially it's amount of RAM. How strong is your computer? Added: I recommend building your city first with proxy models (basic shapes, cubes and rectangles). Then as you add detail change the links to the more detailed models. In this way you can easily turn on/off select parts of your city as you don't need them and even change the level of detail.
  25. I'd say you've ran into the filesize limit for uploading. Lose about 1.5MB and you should be good to go. (Hash Inc is awesome aren't they. Most of the other forums I attend don't even allow files to be uploaded... at least not without moderator approval which almost never happens.)
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