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Hash, Inc. - Animation:Master

DJBREIT

Craftsman/Mentor
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Posts posted by DJBREIT

  1. Sweet!

     

    My FIRST reaction (unfortunately) was... lets take this into A:M Paint and do some GRAFFITI on that summbyich! (Rodger Reynolds would be proud o you for modelling that...he'd KILL me for the graffiti comment!)

     

    Go ahead.. it would be nice to see some images of it in some sceens shots and/or dressed up. Just to see it in use. :)

     

    The pain with this was after I was half way done with the trucks I rememberd some one had made an undercarige for the trians. So the undercarige came from the A:M cd.

  2. Use the rotate offsets in the constraint to rotate the camera.

     

    I sort of stombed uppon it just before you posted thanks :)

     

    Take note of the offsets, so you can return them to what you need when returning to the path control.

     

    You just need to return th zero to returm to path control.

  3. I have the camera constrained to a path. But when it reaches the door I would like to have the camera follow the door as it opens. Then return to the paths direction after the door has opened so it can continue down the path. I have tried something’s but it ether did not work or it screwed up the hole scene. By sending the camera to 0,0,0 at the start of the scene.

     

    path1.jpg

  4. The five-point patch was added to solve a lot of problems in modeling.

     

    I think there is only one spot where a six point patch would be useful but all others can be fix with 3/4/5 patches.

     

    Even the 5-point patch has its problem. You run across them as you get into complex model. And learn how to avoid them.

     

    Tring to cover all number of cp groups would start to cause the computer to slow down and have some undesirable effects. So to keep it simple they stoped at 5-CP

  5. Have a look at the rules here again:

     

    "The short-version:

    1.) Patches must be created from 3, 4 or 5-CPs.

    2.) Patches must contain of at least 2 splines, which are connected.

    3.) 5-Point-Patches have to be created by selecting 5 CPs (see the image how they should be placed) and clicking on the Make 5-Point-Patch-Button (see the image.)"

     

    They dont form a patch because rule 2 isn't fullfilled. They are created from only one spline.

     

    *Fuchur*

     

    The one exeption is a 5-point patch can be one spline since it has an option to turn it into a patch or leave it as is.

  6. Here is some help.

     

    The arrow shows your snap to grid.

    In tools/option/modeling where the yellow line is where you set your grid.

    Holding the keys from front view 1=X side to side 2=Y up & down 3=Z front to back "From front view"

    snaps.jpg

     

    You can add a spline to a cp with out connecting to the other spline using the shift key.

    There are some shapes in the library you can use.

  7. I had a long scene almost done rendering. Just to find out it needed to be at night time.

    An excellent reason to render with light buffers to EXR format. Then you can just change the lighting in A:M Composite to look like it's night.

    I think I remember hearing that all lights must have values other than 0,0,0 or 255,255,255 in order to be able to change the colors in AM Composite.

     

    I have to keep that in mind. But in this case it may not have help. Since I had the light on and I needed to have it at night with moon light coming throw the windows.

     

    001_tree50.jpg

    moon_night_15_2v2_50.jpg

     

     

    Reminds me of a time an irate art-director who sent me out at noon for some house pictures, he needed a.s.a.p. I had them developed 1 hr, scanned them as this was 'pre-digital camera' days, and sent them to him. A couple minutes later I get a call and he's furious... 'I wanted night pictures!"

     

    :lol:

  8. For an alpha channel, render to TGA format with alpha buffer ON...or try a PNG file, I haven't used PNG yet tho but I know it supports alpha/transparency.

     

    Thanks for the info. :)

     

     

    Hey-cool tree I don't see the top being any lighter...what do you mean?

     

    Sorry for the late response. I had a long scene almost done rendering. Just to find out it needed to be at night time.

     

    I found out this seems to be an old problem. To do with the “render lines” and “hair system”.

     

    I found if you put a small patch above it, it renders fine.

  9. 15_1v0.jpg

    A small problem with hair or leaves in this case.

    I render the tree and the top comes in lighter then the rest of the tree.

    How do I fix it?

     

    Also I need to render this out as a image/decal with the background as transparency. What would be your approach?

  10. You had me going there. :lol:

     

    It knocked out 28 groups of wood material in one shot. I just wish I had the rest selected.

     

    I gave it a try but I didn't find a way to copy/paste pivots to materials.

     

    I haven't looked at how pivots are stored... it's possible a text editor copy and paste might be feasible.

     

    Doing it in note pad will take even longer. I have tried

     

    The pivots are stored like this in the Groups.

     

    Pivot=xxxx.xxx xxxx.xxx xxxx.xxx

     

    But if you have the Translate changed you will not be able to see the pivots in AM (I do have a report on that one)

    If someone wants to make a plug in that will do the same thing I can help. I was hopping that bug was a hidden command that they forgot to tell us about.

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