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Hash, Inc. - Animation:Master

Rodney

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Everything posted by Rodney

  1. Thanks for that Robert... (talking specificially episode 7 here)... having been caught up in direction maps for hair I had completely forgotten the simplicity and power of the black and white maps to control hair density. Thanks for the reminder!
  2. I agree! I'm envisioning a pretty sweet workflow but the reality will work much better I'm sure!
  3. Yes indeed. Barry's tutorials are best in class. And now everyone can enjoy them.
  4. Technology is catching up! What amazes me is that much of what is accomplished in that (last) video can currently be accomplished in A:M (albeit not with the smooth workflow that one would prefer due to reliance on plugins). While the underlying tech to get at the ultimate workflow would be to incorporate some of the latest and greatest subdiv tech... on the lower end an update of the following would bring about a near perfect match: Split Patch (plugin) - incorporating it more fully into the UI and/or allowing it to be assigned a shortcut key. I'm not sure what it would take to resolve the more difficult aspects of splitting patches nor of incorporating it into the UI. A rewrite of core code from scratch would likely be necessary which realistically rules that out as an option. A:M Loft (external program) - the video makes a lot of lofting and A:M has not taken advantage of lofting. I assume this is primarily because one has to define targets anyway so a modeler might as well just extrude repeatedly to get the surfaces where they want. Still, lofting does represent something that looks cool and does provide a useful approach to modeling. With regard to lofting... Sweeper - sweeper is a specific implementation of lofting (and alternately duplicating) and if updated with additional options or more fully integrated into modeling ui would offer the 80% solution (with regard to what is on view in the video). Sweeper was an initial look into what could be accomplished. Cap wizard (plugin) - This is one that might have fallen off most folks radar - it's basic usage proved a case for closure of simple surfaces. In a way this is similar also to the Font and AI wizards which perform similar function in closing off a surface using existing CPs Connect plugin - a simple concept proving how a series of splines can be automatically converted into patches based on their proximity to one another. I mention this above but having shortkeys for items not more fully integrated into the UI would make short work of automating tasks and smoothing workflow. Perhaps if the code for each of these plugins could be published then others would be willing to plus them up.
  5. Done.
  6. Suggested title?
  7. Easily done. Which parts? Just your last post?
  8. (This topic moved from original topic by request. For more info see original topic) Although a little off topic, the folks at DIsney have an interesting paper that (very loosely) relates to this: http://www.disneyresearch.com/wp-content/uploads/Sketch-Based-Generation-and-Editing-of-Quad-Meshes-Paper.pdf
  9. I don't know if I should post this here. Please feel free to move it as necessary. Some of the imagery was pretty vivid from your description and while the end product isn't anywhere near where I first imagined it I figure it might be worth posting. Somewhat unfortunately, an actual rendering of this scene turns out to be muck... so here's a screen capture. I think the issue is the negative light that I used to get the blood effect in the water. Gah! It was user error. I somehow animated settings and so the initial frames where muck but the frame I was on was fine. The final render (of the same frame) looks almost exactly like the screen capture. Always... always... always... rule out user error. (Moon is courtesy of a link just posted by our favorite Tinkering Gnome)
  10. While I'm glad to be associated with A:M, I'm a user of the software just like you (minus the Mac). I'm still waiting for some Mac user to donate me a Mac so I can troubleshoot.
  11. http://www.hash.com/reports/login_page.php
  12. Nice and concise. I like.... and I especially like the short episode format you've got going. Not that such a description equates to how easy it will be to produce it. Time to R&D some water effects.
  13. There is an Align Model plugin for use in the Chor but I confess I haven't put it to use because frankly I don't know how it works. I'll investigate its (proper) usage. A quick search of the forum reveals I asked about proper usage of the plugin but that usage still eludes us.
  14. You don't need kazzlions if one will suffice. With your donation of $15K USD that'll get that programmer off to a great start.
  15. The latest video from Alan Becker covers Run Cycles. Well worth viewing! And if you didn't catch his last video on walk cycles, check that one out too.
  16. Bertram looks a bit kid-sized there. Tiny even. Perhaps it's mostly due to the angle of him in the image. I'm mainly judging this by the door/doorknob but also the examination bench/seat.
  17. Hi Jody! I may not be understanding the question but using the arrow keys to nudge groups around in both Model and Chor windows is working as expected here. Perhaps you have Mirror Mode on or something like that? This is the part that confuses me... you said: Your images make it appear that you are adjusting splines/CPs in a Model window but perhaps this is an Action? If in the same Model then they aren't separate models so nudging splines should operate as usual. If in an Action (using Action Objects) then models usually get moved by the Bones that import in with them. Need more info!
  18. More like pasting an environment onto the model. I tried to get the surface to reflect the environment.... failed.
  19. My first attempts at using Renderman... I suppose if one starts one has to start somewhere so it might as well be with Rabbit (or a reasonable .obj facsimile of him).
  20. The Foundry has joined in the current trend of free software in anticipation of future purchases. And note this isn't just the standard Nuke release but the full Nuke X and Nuke Studio package also. Those paying attention know I'm a fan of Black Magick's Fusion and while Fusion is more accessible (IMO) due to its simplicity, Nuke will be easier to understand for most folks especially when trying to integrate audio and carry out basic NLE operations. I'd say the learning curve for Nuke is a bit steeper than for Fusion but there are also more resources available for Nuke as it's become one of the defacto compositors of late along with The Foundry's other tools. For those concerned about node based operations... Nuke certainly has that but you can often forego that via the interface (when setup properly). There are limitations with the non-commmercial license that may turn those in the professional tier off but for the lower end it's hard to beat having access to some of tools. This might be a bit high end for many but... well worth having a look! Especially if you don't have a dedicated compositing program. ... and of course Nuke will import you OBJ files and other popular 3D formats (FBX, Alembic) too. http://www.thefoundry.co.uk/products/nuke/non-commercial/ (You do have to create an account on their site and activate the product via login.) Recommendation: If you do any compositing of A:M images go get it and give it a whirl. If your needs are more basic and you don't care for the complexity of Nuke consider exploring Fusion (Mac release is set for later this year).
  21. Thanks for the tips Will!
  22. Shhhh.... Marcos might hear.
  23. Only if I swap out the colors. I suppose if I measured them right I could fuse some of the filaments together at exactly the right place... One of the reasons I purchased extra (black) filaments is that I figure if any 3D prints are worth keeping they might also be worth painting. Aside: My youngest daughter has been into sculpting (she's pretty awesome with sculpy!) and I figure this might be something that will aid her in her creativity.
  24. Hang in there Jason!
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