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Hash, Inc. - Animation:Master

Reikster

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Posts posted by Reikster

  1. Thanks Ken, but I have tried that and yet I still get the same problem.

     

    I am a little disappointed because I emailed support@hash.com nearly a week ago and have not had a reply let alone a solution.

    I think some of the support folks are out of town or something. I got one message last week about checking emails in the hotel room or something along those lines. I've sent in a handful of reports in the last week or so and only got a brief "thanks for your report". I imagine they'll be catching up on stuff soon.

     

    eric

  2. They are still there, they're just hard to find. I don't know what's up with David myself, but he does frequent here alot so you'll probably get an answer direct from him regarding that.

     

    If you have the username and password from the book, login to the readers area and hit the table of contents link, then scroll all the way to the bottom where you will see a link for the old stuff, "They are still here"

     

    That should get ya there, I hope.

     

    eric

     

    p.s. I don't see decal_basics project so maybe it is gone. I remember d/l ing some things that I don't think are there now :-/ lemme look at my stuff

  3. I don't know the origin, but personally, I'd rather see a "Make Rabbit" button, with lots of options. You could have one like in the Monty Python Holy Grail movie and it would be way fiercer than any dragon. There would also be options for more cartoony, more photorealistic, various anthropomorphic type styles, size, gender etc.

     

    Hopefully this is what Yves is working on for V12

     

     

    eric

  4. what!?!?!??!

     

    no one's going to mention that the correct phraseology is "back in the saddle"? ;)

     

    for Gilles, that would be "dans la selle", not "sur la selle" :-D

     

    eric

     

     

    BTW...this is my lame attempt at humour...

  5. Reikster, it looks like your wall layer was either moved or resized, if you look closely frame by frame in the render you can see the texture changes which is causing the flicker(I think :D )

    I know what you're saying. It looks the same in the targa files. I went back and checked, though, and there's only the chor action for the wall, and all of they keys are only translates and scales that are at frame 0, there are no keys on any other frame.

     

    I did have 16 multi-pass and Motion Blur on, so I may turn off motion blur and see if that affects it. It might be some weird interaction. I'll just try some experiments :)

     

    eric

  6. Cool! :)

     

    You guys have given me some ideas and I'll experiment with it.

    I do have NetRender so I might be able to play some games there too.

     

    The thing I want to do should be pretty easy because it would be multiple chor's still images that get mapped into the final chor.

     

    If I was trying to do the mirror, though, I dunno if I know how to do an "image sequence". Will A:M map a sequence of targas onto an object? I imagine the whole sequence might have to exist beforehand, at least as dummy images.

     

    I spose, like I said, I should just give this a go, something fun to experiment with.

     

     

    thanks!

     

    eric

  7. I guess I'll ask another "out there" question while I'm on a roll.

     

    I know the simple way to make a still or choreography into an animated or still decal is to just import the .tga or .avi/.mov that you've already rendered as an image object.

     

    Is there any way to "automagically" do this?

     

    for example, you have choreography one and you want it's output (still or animated) to show up as an image/decal in say choreography 2? Heck, maybe you simply have two cameras in one choreography. The simple scenario of a mirror comes to mind, although you'd have to flip the image for a mirror. Other ideas might be a TV that a character is watching, or maybe a dream bubble, etc.

     

    It's pretty straightforward to do it piece by piece, but I thought there might be some fancy way to make it all one package.

     

    just checking :)

     

    eric

  8. Eric,

    I can't view the files at this time... I'm on the road.  I just wanted say "Welcome"!

    Glad to have you with us. 

     

    -Rodney

    :o yeah, don't think you'd wanna download that over a modem. Maybe I'll get the time to get things added/fixed by the time you get back ;)

     

    I've been here for a while, just finally got around to getting Ex 2 done....with all that can can action fiddling :-/

     

     

    eric

     

    p.s. Actually I've had A:M since 2000 and NetRender since 2003, just finally getting off my butt and doing something with it :)

  9. Reikster

     

    That looks great  ;) I see the brick flicker/wave action?  Strange

    Thanks!

     

    I went back into the project and I can't see anything that is intentionally animated about the brick texture. There's only one stamp. There is a bone named 'COG' which I guess came from the fact that I put in the "Grid 4x4" model from the primitives folder of the library. The only other thing that's of interest is that I picked seamless and put in a repeat of 10 for the texture. Obviously you can tell it's repeated from the scene, but I just wanted a background other than open space.

     

    eric

  10. This might be a dumb question, but I figure like Mr. Garrison says, "there are no stupid questions, just stupid people" :)

     

    What I'm referring to is what happens because of spline interpolation when you go setting keyframes in an animation. If I have, say two keyframes on eyes closed and then another two on eyes open on either side for say a blink, then the default spline interpolation will overshoot the 0% and 100% of the pose slider and gradually drift up in the middle, etc. Exactly what it is suppossed to do, of course!

     

    Anyways, I was wondering what peoples tend to do in their animations. I realize that if you want nice flowing action, you might either set alot of keyframes or be smart and figure out how to pre-anticipate a pose or position extremity so that the overshoot gets to exactly where you want, then maybe set a keyframe in the middle to kinda keep it from slowly rising up and then back. This sounds like it could be hard and take ALOT of experience, especially with 3d motion.

    You could also go in and peak all the splines so you have linear interpolation between keys. This is actually what I ended up doing on many of my actions for the EX2 excessivity I just posted in the newbie area.

     

    However, it seemed to get a little old to click bone or target, click timeline graph, ctl-A, P, repeat, then repeat every time you add a key or new channel.

     

    What do most people do? I couldn't figure out if there was a way to turn spline interpolation off by default so it comes up linear. I know you can change it once you have some keyframes in place, but that's not what I did.

     

    thanks,

     

    eric

  11. Hey Reikster, that's clever.

    Thanks! My intent is to exercise my imagination muscle while I'm going through the TAOAM exercises.

     

    There is definitely is a problem about how different versions of A:M interpret that action on differently scaled characters.

    .

    .

      It's certainly not the cancan action I remember from years past.

    I've emailed about it....and two other 'things'. Hopefully it'll either uncover something or maybe they'll update the models.

     

    Still, you probably learned more about A:M by working around the trouble than if it had worked the first time.  :lol:

    That's definitely true!!!

  12. Okay, this will be a doozy.

    WARNING, this file is 5.8MB

     

    Exercise 2, I am the Director

     

    Okay...somewhere along the lines, I got messed up that Exercise ONE is actually titled, I am the director, but I think you'll get the joke.

     

    I might re-render part of this, although the whole thing took (2) P4 2.4Ghz and (1) Athlon XP1800 about 12 hours as it is. I need to fix that brick ripple background behind keekat. If anyone knows what's up with that, let me know. I composited the targas and sound with Ulead, but I just checked the source targas and that nastiness is there.

    Other things I want to add are some armor clanking for the knight, and I want to see if I can capture a real bunny foot thump to go with Rabbits foot tapping. The little critters are snoozing right now so maybe I'll be able to get that later. Oh, and it should fade out at the end....why have 'real' video rendering software if you're not gonna use its features?

    Oh..and if someone knows a nice codec that uses a fair amount less space, let me know. This is Sorenson 3 at 60% quality. I'd like to stay cross platform, that's why I used that.

     

    I'm sure there's alot of little things that could be better. I didn't make rabbit blink cause I was wanting to be done and his foot step timing could use a little tweaking. Also, Keekat looks a bit flat, except for his tail twitching...which is easy to do ;)

     

    Oh, I guess one more thing to mention is that I had to take the stock 'cancan' and fix it myself since it wasn't working right with Rabbit in v11.0. Therefore if you notice it looks a little odd, thats me. I think it looks okay on rabbit and shaggy, but the knight is a bit off. Has anyone had the stock cancan work fine with Rabbit in v11.0a or later?

     

    I've got another fun Idea for exercise 3, but it shouldn't take quite as long as this one took....this one was mostly getting around to it....maybe 6-8 hours total time, including fighting with....*ahem*..."features"

     

    eric

  13. you also need to discard half of the circle.

    If you take a full circle and rotate it 360 degrees, you'll get splines for each side.

     

    eric

     

    p.s. I think you also want to make sure you don't discard the exact top and bottom CP's, but they need to be a milli-squidgeon away from the center of rotation for the lathe or it will get kinda funky.

  14. I'm probably all wet here since I haven't used it yet, but I thought "paste mirrored" had more to do with keyframes and animation, whereas "mirror mode" was a modelling thing?

     

    That being said, I thought that paste mirrored for animation worked by the left and right names of the bones. So if you don't do the correct naming convention on your bones, then it won't paste mirrored properly.

     

    That's my half-cent...darned inflation, anyways...

     

     

    eric

  15. That sounds odd, I wonder if they don't have the 2004 version of 10.5r set to work with 2004 dongles. That doesn't sound right, but from everything you describe, it seems one possible scenario.

    I do have both the 2003 and 2004 updates in my hasp so that could be why it works for me :-/

    It sounds like you'll have to wait till Steve gets back to you, but it's quite possible someone else has the same situation or knows more about it than me .

     

    eric

  16. When you say, updated your HASP, I assume you mean updated to v11.0

    I have the 3 node and it's been working fine for me for quite sometime. I believe I have the 2003 copy of 10.5, but you can go to the FTP site itself and get a 2004 copy of v10.5

    pub->updates->windows->AM2004->10.5

     

    If you updated recently and skipped from 9 to 11, I think only the 2004 version of 10.5 would work for you.

     

     

    eric

  17. Anybody know the difference between the v11.0t(Net Render version only) that I downloaded on 10/8 and the updated one that got put on the website 10/11?

    They have different file sizes, but the normal AM2004.exe didn't change.

     

    eric

  18. I'm 99.999% sure it never uses any capability from the Graphics card. I would also venture to guess that it almost certainly always will since you can get different results with different graphics cards. Try compositing those images from a NetRender ;)

     

    I have 3-node netrender (2 pentium and 1 Athlon). The 2 Pentiums don't have a graphics card that will even DO DirectX or OpenGL, but NetRenders all turn out seemless.

     

     

    eric

  19. Ugh. I can't take it anymore.. I cannot make a face...I tried a whole bunch of tuturials and can't seem to make a good decent face!

    Don't despair, just keep at it, maybe play with another aspect of modelling/animation for a while.

    I don't think I could make an acceptable face at all either.

     

    It could be worse....I tried writing songs once and they all came out as Country songs....I hate country.

     

     

    eric

  20. Well, it baffles me how this can have anything to do with it, but rolling back from Nvidia 61.77 drivers to 56.72 seems to have either completely fixed or greatly reduced the button lag I was experiencing.

    An interesting thing to note is that the draw anomalies that I've kind of heard other people experience persist with both the older driver and with DirectX. (hence b*g report goes to Steve ;) )

    DirectX didn't make any difference on the button lag when I was at 61.77 driver level, though.

    For me, DirectX is about 1/2 the speed, though.

    I think I'm going to stay with 56.72 for a while. I thought that 61.77 helped out some game I had, but I haven't been playing many games lately anyways....

     

     

    eric

  21. when you click the middle mouse button down and any button for that matter there is a connection made. I was wondering if maybe something hadnt got in there and is interfereing with it somehow.

    AHHHH! Thought you meant something more complicated.

     

    Good idea, but since 10.5 hasn't an issue, that's not it :(

     

    I'm thinking of rolling back my video drivers...don't have a clue why that would affect this part, but it's just something I thought I'd try.

    It makes me cranky that 10.5 works fine and that 11 seems to work fine for almost everyone else :unsure:

     

     

    eric

  22. Here's a fairly quick one I tried with the method I was saying, Jamagica:

     

    mouth01.png

     

    I showed the mouth steps on the side:

     

    1) make a mouth cross-section

    2) select one CP, then hit COMMA and then R and then move the manipulator over to the center of rotation for your lathe.

    (if you select the whole thing, you can't lathe, if you don't hit comma it will rotate about the Y axis, if you don't move the manipulator...well, it will be a really small mouth ;) )

    3) Hit L and it lathes it out.

    4) Twiddle with it for 5-10 minutes to get it to look right ;)

    5) Spend another hour stitching it into the head.

     

     

    *NOTE* there are probably quite a few things "wrong" with my mesh that would make it less than ideal for animating. I'm not quite 'one' with all that stuff so I just kinda made it work. Someone else can feel free to point out the error of my ways or you can check out some of the other tutorials.

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