sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

Rodney

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Everything posted by Rodney

  1. Ha! User error. A quick trip to the Tech Reference got me headed in the right direction.
  2. That's what it was. It was an image of a Disney character. I was planning on trying a flat color next to see what would happen..
  3. My sympathies to you and your family too John. Hang in there. This has been a year of heavy hearts.
  4. Removing the image the proper reflections show up... (please excuse Shaggy's exhibitionism.. there's a pass through of his cape/butt) At least I've got that side of the issue isolated.
  5. When I try to apply an image I get some odd stuff. In the attached there is an image applied to red side. No image on blue. The reflection appears to be of the color's inverse (?).
  6. Here that patch as Shaggy's cape. I've run into a problem with images/reflections on the patch and I'm still investigating that. Straight color works fine in the reflection as seen in the attached.
  7. A few years ago Robert posted an example of texturing of a patch where opposite sides show different materials, textures, etc. I'm not sure if we every found out his approach but for a little while I thought I had it figured out and did some exploration of my own. Here's a very basic example that colors opposing sides of a patch red and blue. The dangling splines are there to provide some curvature on a single patch which would otherwise be straight/linear.
  8. Please don't try that out on your original project files.... I cannot be responsible for errors that may cause! Sleep well Tore!
  9. Jeff, If you are having problems getting a link to show put an x in front of the URL and it should post. Ah success! Sorry about that. I have no idea why the forum is processing some URLs (primarily youtube videos) incorrectly. Nicely done. I was watching that bird in the background wondering about whether it might be the mantis's demise. Do you have plans to texture the mantis? A little roughness and specularity alone might serve well in that capacity.
  10. That's a direction AE certainly needs to go. Looks like after the beta period the price will be $99. So it looks like just over a week to play before having to plunk down some cash. The part where they state, "No actual 3D objects required." gets my attention. There looks to be some serious tracking of 2D objects going on. It roughly looks like they are using some form of flow map. At a guess though I'd say, look for the same basic functionality to work its way into AE.... er... Adobe Animate. Not that these features are set to be included but the AA release is suppose to be out in February. I'm hoping that release has some features targeting traditional animation.
  11. Duly noted. Not that this is the solution but... have you tried a Right Click on Chor in PWS and selecting Shrink Length? I haven't used that feature much so don't know the extent of what is being shrunk. It -appears- to shrink the Chor to the length of the longest Action. (Which appears to be your stated problem) Perhaps that feature could be expanded to grant some additional options.
  12. I understand and sympathize. It appears to me that your best option (at present) would be to sign up for the trial. That 14 days should be more than adequate to create/modify a model. And the trial will get you fully functioning v18 to work your magic on the model. BUT... (my take) if your project has value... $79 is a worthy investment in that project. Added: As for why you don't see any PM option, I don't believe the PM option appears on the first day of login to the forum. I'll have to check on that but the PM feature is designed to be used by folks that frequent the forum often.
  13. Edit: I think I can reproduce the 'bug'. Still investigating but it appears to be mostly a refresh bug. As I click through various objects the playrange appears to correct itself. This might suggest a setting that is persisting in memory/cache as that old setting is nowhere else within the Project to be found. Tore, It may be helpful to start from a default (empty) project. The example you use should operate the same and will remove all other variables from the problem. Then if anything is altered from that default we can isolate that element from the problem. At present I'm not seeing consistent results. Here's basically what I'm seeing: If I reload a project (with A:M still open) the settings don't appear to update to last saved changes. If I shut down A:M, launch A:M and load the project the updated changes appear. That may not always be the case but that is what I'm seeing thus far. An alternate way to test might be to have two instances of A:M open simultaneously and then use both of those to open the Project.
  14. This we should be able to do. Only initially. We can change the play range to anything we want. That is then our active 'scene'. It'd be nice to see some more examples of various approaches here because lots of folks (including me) will learn a ton. I've downloaded your previous project file and will investigate that (given your description and instructions).
  15. No, in many cases we want those actions to continue past the 'active' chor... as in your last example which should work. The Chor length is just showing that portion of the Chor that is active. We could then make copies of that Chor that had different 'active' frames from the full length of all keyframes. I note that in your last post you seem to be requesting the opposite of your earlier post. This underlines that it need to be the users decision on what the lengths of any animated objects are. We might be running into an odd bug here that sometimes works/sometimes doesn't. I did a quick test (moving a camera) and that movement does extend out past the Chor. To make sure it works for you too save your Project under a new filename. I'm not sure why but in once instance the movement outside of active Chor region didn't get stored. Bottom line: extending actions beyond the active chor should work. Added: As a workaround in A:M (if you can't get an action to project outside the active Chor region) consider using the Post Extrapolation setting. The options there are Reset, Hold, Repeat, Ping Pong, Accumulate and Linear. Linear would get you the equivalent of what you have as a screenshot BUT extending the spline beyond the active chor region should also work. I do note that the active chor region and the inactive region are almost the same color which makes it really hard to tell where the active area is at times. I often have to look at the channel region in order to see the end of the active chor as it's colors are more easily discerned. For ease of reading within the channel post extrapolations will appear as dotted lines so that we can easily see what has been automated.
  16. I'd report what you are experiencing. Reporting now should make sure the problem doesn't appear in v19 when it is released. There does appear to be a refresh issue with displayed Chor length specifically in Spline mode. I'm not seeing the same thing in the keyframe/dopesheet mode.
  17. Great to see folks from long long ago returning to the world of A:M. Unfortunately, Hash Inc doesn't have CDs in stock any more. For inquires you can contact them at support@hash.com and you can get that as the official word. A whole lot has changed since the v11 timeframe that makes it well worth subscribing... and with v19 just around the corner that subscription gets you that (and all the releases back to v13) also. So, for what it's worth I heartily recommend the $79 subscription.
  18. It looks like Don and Gary will easily hit their current $300K stretch goal. What does that mean? For all backers pledging $5 or more there is additional free stuff (digital copies of the Dragon's lair comic books, more color animation). The $250K stretch brought with it some more animation footage and new models sheets. For those into original art they are having regular drawings for original sketches by Don too. (posting a comment/like on Facebook required for entry). To date there have been a few Christmas themed sketches and a Star Wars sketch featuring Dirk and Daphne gifted off. For those keeping track, I see from the team photos/listing that Lavalle is signed on as the team's technical guru. Congrats to you Lavalle!
  19. It's pretty common practice for Alpha releases not to be public. That Steffen, or whomever, decided to grab an issue from v18 to resolve in v19 is an extra benefit... a little confusion easily resolved (I took a wild guess at what might have happened to the report) Yes, it would be optimal if the reporter could get a note that the issue has been addressed/fixed in a release yet to be made public but the nature of Apha releases is such that fixes could easily go away as other things change. In the heat of moving a new release toward the public some documentation and notification is sure to get missed. So what to do about it? I'd say we should do exactly what Nemyax (and you) did... ask a question related to the issue. New splash screens are the norm with each major release. Along with the beginning of the new year a mascot contest is usually launched so it's a good bet we'll be seeing that soon. Get your characters ready! I recall reading the report but will defer to others more knowledgeable. Aside: I get excited when I see the little updates (like reordering CPs) because they lay groundwork for the future.
  20. Perhaps it's been moved to the v19 track, to which none of us have access. When in doubt you can always resubmit.
  21. It great to see you Paul. If you are still making the rounds to Springfield drop me a note and I'll plan to make some trips there to visit with you.
  22. Two top halves consecutively? NIce! Congratulations!
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