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Posts posted by itsjustme
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Bundling some of the new free plug-ins would be nice...and having them ported for the Mac users if they haven't been already.
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Thanks for the info Yves, you're definitely the "go-to" for this kind of thing.
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Here is a description of "ambient occlusion":
http://www-viz.tamu.edu/students/bmoyer/617/ambocc/
I have no experience with it, so I may be wrong, but it sounds something like "photon mapping" described here (which is in AM):
http://www.ypoart.com/tutorials/Photon-Mapping.htm
If I'm off-base here, somebody correct me...
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I think your problem is that your on/off pose is not turned on...try selecting the model in the PWS, go to the "Properties" menu, select "User Properties" and turn your pose on in there (it will say "not set"). If you save your model after turning the pose on, it'll be on every time you open the model.
Hope this helps.
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I haven't seen Veggie Tales...I know, I need to, but, is this kind of what you need (tooneyesupdate.zip)? http://www.hash.com/forums/index.php?act=A...e=post&id=42630
I explain it in the "Adjustable spherical constraint" thread in the WIP section of this forum...if you do a search in the WIP area it'll turn up.
Hope it helps.
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Creative Commons is devoted to expanding the range of creative work available for others to build upon and share.
The Creative Commons licensing is an attempt to combat the destruction of the public domain. A good (freely downloadable, Creative Commons licensed) e-book that covers the subject is located at http://www.free-culture.org/ The book explains it a lot better than I can, it goes into copyright and patent issues that may surprise you.
It has been mentioned in this forum somewhere before, but in case you haven't seen it, http://www.magnatune.com/ is a great example of Creative Commons licensing of music.
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It's still in Beta, but if you've ever done any "tracking" you might like Skale Tracker...it's free and at http://www.skale.org/
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Here are some links that might be of interest to you:
http://www.ypoart.com/tutorials/skylights-intro.htm
http://www.ypoart.com/tutorials/Photon-Mapping.htm
http://www.hash.com/forums/index.php?showt...=photon+mapping
http://www.skycast.artboxanimation.com/
http://www.shipbrook.com/jeff/animas/skylight/
As for completed animations, Quicktime with a common compression scheme would be my guess.
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Okay, now I think it's working like it should...you can manipulate each eye individually and both eyes together in tandem. In "Action1" you use either the right or left eye manipulator nulls to move the eyes individually and the center null (botheyesmanipulator) to move them both. This way you can say have both eyes following different objects, meet in the middle and then move together to follow them as they move in the same area. Did that make sense? Well, experiment and you'll see what I mean if it didn't.
Edit--
If you were the first or second person to download this file and the controls aren't working correctly, download it again it should be fixed. I think I got the right version up before anyone downloaded, but I could be mistaken. Sorry 'bout that.
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Rodney,
Here's a two eye setup of the cartoon eye for people to mess with.
You can dilate each eye individually or together and you can manipulate both eyes at the same time or individually...there's an on/off pose for manipulating them at the same time in the model's (tooneye) "User Properties". I also applied the porcelain material this time and re-sized them.
When you first open the project the "botheyesmanipulator" is set to "on". In "Action1" grab the center null to move the eyes around. If you turn the "botheyesmanipulator" property off then you can use the right and left eye manipulators independently....it could be done better, I'll mess with it again tomorrow.
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Well, after posting the eye tutorial I made I was asked about a cartoony eye and thought about applying the spherical constraint in this thread to the problem. It demonstrates a possible use for the constraint, so I thought I'd post it here. It's just a "proof of concept" type of thing, so don't expect it to be perfect...there are plenty of things about it that could be better.
In the project, open "Action1" if it's not already open and move the visible Null named "eyemanipulator". That moves the pupil around and deforms the eyeball. To adjust the size of the pupil, there is a "pupildilation" slider in the "User Properties" section of the "tooneye" model.
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AMD has a different method of benchmarking their CPU's, they don't use raw clock speed. So, the AMD Athlon XP 2800+, which has an actual clock speed of 2.08 GHz, gets the same amount of work done as a P4 rated at 2.8 GHz in their method of benchmarking.
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I just posted an eye making tutorial at http://www.zrrp.com/a-am/. You have to go to the Topics/Modeling/Eyeballs section and select "David Simmons". Larry is still tweaking the site, so the project file, model file and a large thumbnail will probably be added in the next couple of days or so.
In the interest of keeping the file size down (it's 9:34 long at about 8 meg in size Flash file) the final renders in the tutorial itself look banded (16bit), so there is a final render labeled "Rendered/Animated clip" (about 2 meg in size) that shows the finished product at a better resolution. The thumbnail will be an image taken from that animation.
The tutorial is done in real time, only the billboard at the beginning, the final render and the subtitles (there's no sound) were edited in later.
Hope this helps.
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I have two programs for capturing, CamStudio and Capturepad. Capturepad doesn't have the screen annotation option, so I tried CamStudio. For some reason, CamStudio started to bog down when I got more than four or five layouts...I'll have to mess with that, it could've been something I did wrong. The idea of putting the toolbar in view would help, I'll try that. Also, the accompanying text file is a good idea, I'll probably want to do that in addition to whatever else I do.
After watching your sphere making tutorial, I see that I'll have to alter some of my habits (in order to fit the screen size of the tut)...I'll give it a shot.
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I like the idea of Advance AM...I'm just having trouble staying within the parameters. I tend to use a lot of hot-keys, so the only way I can convey what I'm doing to someone new to AM would be with screen annotations since we aren't supposed to have an audio track. I can get around the screen size problem if I change to a non-fixed region (although a bigger region would make things easier)...I've thought about a split-screen or just recording a full screen then editing it down to the size you need, that might make it easier for me.
Being a bandwidth-impaired person, I'm very aware of keeping the file sizes small...I could make it a lot smaller if I made it an Adobe Acrobat file or a web page, but I also understand that you're shooting for a "looking over someone's shoulder" type of feel.
Anyway, those are the problems for me...that and the time to figure ways around them. The easiest way to fix the problem for me would be with an audio track if I were to make it video/shockwave. I'd probably still have to do some editing, but it would be a lot less of a problem for me.
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One way would be to make an on/off pose, move the model by moving the root bone to where you want it in the pose and then setting it to "on". That doesn't move the model in the modeling window, but whenever you put it into an action or choreography it should be where you want it. Hope that helps.
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Here's one way: http://www.shipbrook.com/jeff/motionblur/
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After talking to Rodney Baker I decided to post a project file that was the result of a discussion on making a spherical constraint with Carl Raillard on CGTalk. Here's a description of what it does:
When you open the "spherical.prj" project, it should have "Action1" open and ready to mess with (if not, double-click on "Action1" to open it). What you see is "Bone1" as the bone that defines the sphere, "Bone2" as the bone you would attach any geometry to and "Null2" (at the intersection of "Bone1" and "Bone2") which is the manipulator...there is also a "Null1" that is set so that it isn't seen which helps drive this.
When you move "Null2" around ("Bone2" can be moved independently as well, but the constraint only works by manipulating "Null2") you'll see that "Bone2" follows while remaining within the area defined by "Bone1". You can move "Null2" outside of the defined area, but "Bone2" will still remain inside. You can adjust the area within the sphere that "Bone2" can occupy by changing the setting on the "Translate Limits" of "Null1" in the "Pose1" relationships folder. To make "Bone2" able to operate in a larger sphere, you'll need to increase the maximum translate limit for "X" to something above zero, to keep "Bone2" from reaching the center of the sphere, you have to change the the minimum translate limit for "X" to something higher (-14, -13, etc) than "-15cm".
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I did some experimentation a while back by applying a material with a base color and set to be slightly translucent on a character's head then applied a color map set to something less than 100 percent. I got a lot of artifacts that weren't pretty.
The best method I've seen so far was the one Soulcage did.
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Here are a couple of methods I've seen for faking SSS (I've never tried them though):
http://www.cgtalk.com/showthread.php?t=149...face+scattering
http://www.kci-group.com/z/skinshading.htm
I also saw a tutorial somewhere using a material effector...I can't remember where though.
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You could probably use something like Bit Torrent to help with bandwidth.
http://bitconjurer.org/BitTorrent/
Is the site considered "active" or is it strictly for demo puposes at this time?
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I may be the only one with the problem, but the page doesn't completely display in Mozilla...I could see it using Internet Explorer though. I haven't bothered to get the latest version of Mozilla, so it may just be me. Just a possible heads-up.
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A little more information on the subject, here's a free downloadable book on copyright and the need of public domain works you might be interested in:
http://www.free-culture.com/freecontent/
You can also buy it here: http://www.free-culture.com/get-it/
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Has anyone else had a problem with hair covering an entire five point patch?
Here's an example of a five point patch with stubble on it to illustrate. All I did was make a single valid five point patch, made a hair material by selecting "New Material", selecting "Change Type To/Particle System/Hair", changed the length to "0.4 inches", setting the density to "40", the thickness to "0.04 inches" and the color to black. Then I applied the material to the patch.
Three and four point patches work perfectly, so do hooks.
I'm working with:
AM v11.0g
AMD 2000+
ECS K7S5A motherboard
512 meg RAM
NVIDIA GeForce4 MX 420 video card
WinXP Pro Service Pack 1
It could be just me...if it is, could somebody point me in the direction of a cure? Thanks in advance.
What Paint Program To Use?
in (2003-2004)
Posted
You could also try Pixia (it's free as well)....it's located here:
http://park18.wakwak.com/~pixia/