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Everything posted by thefreshestever
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i love that one, it´s a search engine for sounds: findsounds.com just type in "dog" and you´ll find a couple of barks... you can also define the desired quality, so you can filter out crappy 22 khz or 8bit sounds...
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there´s a setting option for motion blur in the rendering dialogue... set it to "on" and then you can define the quality...
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yesterday i did the babbage patch water tutorial and something strange happend: i have am15 for mac AND pc, i first tried it with the mac version. i animated my combiner-material and then rendered it as a .mov with animation compression. then i loaded this movie to a:m, it was displayed black. i ignored that, applied it to my watersurface grid as a displacement map. when i rendered it nothing happend, no movement at all. then i opened the project with my pc-version (i always try that when something don´t really make sense to me...), but same thing... then i deleted the video-file in a:m, imported it again, and: worked. i had some issues with the mac-version before, a few things don´t seem to be working correctly. i wonder if anyone else has experienced the same problems and maybe found a solution (because i´m a natural-born mac-user, so it´s a pain for me to be forced to work with windows )... my question to ortanu would be right now: what os are you using?
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i´ve no experience with videos, but there are many ways to use video files, depends on what you want to achieve... you can make materials with video files, camera-rotoscopes etc. i think it would be easier for the people here to help if you tell them what exactly you want to do with it... i also know that avi files should work, but i guess it depends on the compression-codec... maybe try a mov?
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here´s a pretty good tutorial on that: http://www.hash.com/users/ed/tutorials/fpm/fpm.htm
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this looks great, i´m very curious, can´t wait to see that movie...
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thanks to all, i´m glad you enjoyed it... ken: you´re right, that´s the style i was going for, fast moves with stiff freezes... more like johnny bravo or something like that... paul: thanks for the thumb-thing, i haven´t noticed that yet. (not so easy with this giant hands ) i was thinking about illuminating the splat-area a bit more, but i´ll let the main direction of the light as it is, the main time of that scene the camera comes from the left, so i have that kind of contrast for the whole time as he bends backwards and the time before the snap, and i like the shadows on the wall. if i´d change the direction of the light his face would be too dark and there would be no shadows on the wall... the thought bubble was made in a:m, no after effects at all, just premiere for cutting... to all: yes, it needs to be tweaked at some points, i agree... thanks again....
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awesome!!! really great work! if you ask me it´s almost perfect. the only things that bothered me was the jumping of the main character after the throwing, looked a little bit floating to me, and the shooting at the end, i think it would be cooler if it had a real effect on the cup, maybe it could burst, explode or whatever... but again: i love it!
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there he comes... finally... the first of maybe a few shorts of "RUBBERGUY - TRAINING LESSONS FOR UPCOMING SUPERHEROES" (i know i forgot the "e" in heroes in the trailerscreen, will be fixed...) the idea was to make a squetch-rigged character (my first one with that rig so far) that can extremely bend (that´s his superpower ). i always wanted to make that kind of squetchy moves but never knew how to make that until i found the squetch-rig, thanks to all the guys who were involved developing it. then i remembered the sportgoofy-clips where goofy does different sport-disciplines and sucks at all. and i thought: "hey, why don´t you do that sort of thing with your character, only with superhero-disciplines like flying, bullet-catching, train-stopping etc..." i hope you´ll like it, feel free to criticize if you see anything that can be made better (i already found a lot of things by my own, but before the next render-odysee i want to collect some more stuff to change). but please don´t be too cruel , i made everthing by my own, modeling, rigging, animating, parts of the music and sounds, spoke the narrator-voice etc... thanks.... rubberguy_lesson_one_lower.mov
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maybe you defined the surface color in the hair emitter´s properties as white, then the texture won´t show up... but i´d rather use a decal for coloring hair, it´s faster to render and does the same job...
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why not just save as a png? includes alpha and works fine with a:m....
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i think if you only move your camera in right angle position to the character and toon-render it with the right settings (no lights, shadows etc...) you will propably get what you want....
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how can i make the face interface move with my character?
thefreshestever replied to thefreshestever's topic in Squetch - Rig
yep, worked... you´re the best, thanks for the fast reply.... -
how can i make the face interface move with my character?
thefreshestever replied to thefreshestever's topic in Squetch - Rig
thanx, i´ll check that out... -
nice... thanks. i guess i really can use it some day...
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my chest controller is in the wrong position...
thefreshestever replied to thefreshestever's topic in Squetch - Rig
iknow i know, patience is not my strength... hmm, anyway, i want to use the time to learn as much about this rig as i can, so i´ll go on with that and replace it with new new one later, it´s a good practice for me to ge the weighting right and stuff... if i start to animate with this character, will my animation still work when i save a action and drag it on the new rigged model later? or is the update so comprehensive that things will mess up? -
my chest controller is in the wrong position...
thefreshestever replied to thefreshestever's topic in Squetch - Rig
stupid me... jes, shure... but here´s another question: do you know what i have to do when i want to place my headbone a bit lower? for now the rotation-point of my headbone is a bit to high, looks strange on the neck when i move it a bit more extreme. i tried to move it, but then my head gets stretched and it doesn´t work anymore as it should... i guess i have to work on some constraints then after moving the headbone down, but i don´t know which ones... -
i hope someone can tell me how to fix that without having to start with the installation (that would mean i have to reset all the compensates a second time ) my chest controller is very small and positioned at the neck, and the arms dont move with the chestdirection as squetchy sam does.. i don´t remember making any mistakes during the installation process, i always checked twice before i moved any bone...hmm, guess i must have made one anyhow at some point, otherwise the chestcontroller wouldn´t be placed at the neck... i posted some screenshots to make things clearer... thanks ahead...
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Weighted CP versus fan bones versus smartskin
thefreshestever replied to babreu's topic in New Users
i think it depends on the compexity of your model. in most cases cp-weighting is enough for my types of characters, i usually just add a few smartskins for the shoulders and some other tricky stuff... if you have a really complex model with muscle-movements or whatever i agree with the guys, start with fan bones, go over to weighting and then do smartskin... -
jep... WORKS!!!! i´m so excited!!! squetchysquetchy!!! that´s so much fun... thanks for your help... almost done with resetting, only the face left, but i got to get some sleep in between... one question: some values were set to zero, do i have to recompensate them to zero again or is that not nescessary? i mean when thetre´s a value of 100 or 50 or whatever, i type in zero, hit compensate and then type in the original value again, when there was a value of zero, i typed in zero, hit compensate and typed in zero again.... was that right or stupid? will there be a plugin for the resetting within the next version? that would be awesome!
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i agree... especially the head doesn´t need to have this high spline density... but except that, again: great work
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hmm... i´ve no experience with photo-realistic renderings, the things i do are more cartoony... but what i miss in your pictures is field depth, i think that would do a lot... the second one looks a bit too bright for me and too even lightned, maybe you should reduce your fill-light a bit. the third one looks pretty realistic to me, with the reflections on the flooring etc, what i miss here is again field-depth... but nice work, keep on going...