sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

pixelplucker

Craftsman/Mentor
  • Posts

    1,792
  • Joined

  • Last visited

  • Days Won

    16

Everything posted by pixelplucker

  1. That's what I was saying. I had to make a warthog skull for some castings. I sculpted them in 3dc and did a quad only retopo in 3dc. Exported the obj out and was able to convert the obj file into nurbs. You can import obj files into am in the modeler which converts them into patches. 3dc does have an easier to use retopo than AM has where you can sketch the paths and create the quads rather than clicking around a surface.
  2. Did you know you can retopo the model in 3d Coat and export quad obj into AM with the textures. I have also used 3d Coat to export quad based sculptures into MOI 3d that I then convert to nurbs. I wish it had real world measurements though, very hard to do anything precise.
  3. Nice prints. Looks like you got an sla printer, which one did you get? Been using the Formlabs Form1+ here for a while now. You may find that the clear resin's typically perform better than the pigmented resins and offer a better finish. You can easily paint them with acrylic based hobby paints ie Testors etc. Pigmented resins tend to settle over long print times, cloud the PDMS pads and require more mixing and maintenance. They do nothing for resolution of the print.
  4. No bending of rules for last minute entries? Be nice to see that in the list.
  5. I had some dollar bills I tried that with, similar to the sack. I ended up adding many more splines to the model so I could add more bones. It helped but definitely not easy. Had similar issue with my piggy bank pig.
  6. For many years I used Intel based systems and one time I had an AMD workstation that served me well. Recently my dual chip xeon workstation finally died and I had just built a gaming system that was pretty inexpensive with a Gigabyte board and AMD 8 core black box edition 4.0-4.2 tubro. Board and chip ran around $225 or so. So far this little machine is a screamer and runs AM well. I do like the Radeon R9 video card but feel Nvidia still handle OpenGL better. The reason I went with ATI for video was because EVERY Nvidia card I owned over the years including some very expensive Quadros ALL burned out and failed over time. The few ATI cards I had never burned out but tend to be a little slower though not noticeable in day to day use. My 2 cents
  7. Infini-D had bucket rendering. I remember running a render while I was on vacation for 3 weeks and came back only to see artifacts and missing blocks. AM's render is pretty nice. Not sure how Electric Image does theirs but they are still one of the quickest and the quality is superb. My wishlist: Preserve model units on export for STL and obj if the possible.
  8. Ahh I didn't realize you used darksim. As much as I like them I always had stability issue. You could bake the texture and try that.
  9. If you can copy paste the model into a new model window and save that model out. Re-launch AM and open the new model and see if it has the same issue. If that doesn't fix it then see if other programs lag too. If so the look and see what background tasks are running such as what anti virus and perhaps unknown tasks eating up cpu usage. Control+Shift+Escape and look at the performance monitor and watch cpu, network and hard drive usage when nothing is being done. Try to ID which tasks are running if any of them exhibit high use. I almost returned a laptop because of McAffee. Other possibility is maybe a failing mem stick in which you could run a mem test on it.
  10. pixelplucker

    Logo

    Not too shabby, You should keep in mind "what if I want to print this on something". I do quite a bit of logo work for many companies and also end up fixing logos designed by others so they can actually be printed. Often people go for glitz over design and over embellish the look with gradations, glows, fades, and transparency effects that are not possible to print on most mediums such as offset, screen printing etc. Or if they are they are restricted to digital or 4 color process which subjects them to the mercy of the printer and what ever lousy ICC profile they happened to load for the day. I like both logos, the beer one would make a nice 1 color logo if you do a head on shot of it, reduce it down to some simple fills and would look nice embroidered on hats in 3 or 4 spot colors. The world logo also has a nice layout too it. You might want to bring attention to the name, the color of the font is too similar in tone so it gets lost on the rest of the design. Add a glow around it or change the color and play back the rest of the elements. Nice work!
  11. I was thinking more of a low frame rate effect, not every frame at 24fps because I would think the effect would look odd and lose it's painted look effect. It might not though if the algorithms are consistent. I wish Debabalizer was still around, it used to be good for this sort of stuff and handled ps plugins. I only used AE version 1 but had very little use, at the time I used EIAS and did the compositing on the fly, was just faster and less work. I got the link to Arkvis from Serif, it looked interesting and thought it might be useful in conjunction with an auto tracer for t shirt art but I do very little design work (thank god) so I buggered out. Figured it might end up collecting digital dust on my HD.
  12. Those look awesome. Ever see Akvis airbrush? Wonder how it would look if applied to an animation? http://akvis.com/en/airbrush/index.php
  13. I removed the 2 nagware updates that cause the w10 upgrade prompts. KB3035583 The annoying pos that sits at the bottom right of your screen and you need to get rid of the compatibilitycheck.exe which will grind your hard drive into oblivion everytime you start your mahine. I forget the KB number on that one. I do have 10 on my 2 laptops and it's nice on it, but still like 7 for work.
  14. I would use a Boolean cutter if your rendering out and the object is staying in AM. If you plan on exporting it out then you need to model the holes. The Boolean cutter is non destructible and gives great results.
  15. I was curious if it was an AM issue with jpg type or just jpg files in general.
  16. For kicks if you have Gimp or another photo editor other than Photoshop, save out a version as Baseline Standard and another as Progressive with 1 level. Try to import either and see if any work. Photoshop used to write corrupt progressive scan jpg files and I highly doubt Adobe put any effort in fixing it so don't use it to test. Photoshop will write a baseline standard file fine.
  17. All my textures are either tga's (old ones) or png's. Both formats are not lossy and support 24 bit + alpha. There are issues with jpg's in general and usually the issue is with progressive scan rather than baseline standard. For kicks take a jpg and save out both types to see if thats the issue. Photoshop used to have problems with progressive scans, not sure if that was ever addressed.
  18. Ahh Cloth might be the easiest, I can make it with extra starch... Worth a go, Thanks
  19. Looks like the only way to get forces to react with forces is to apply a dynamic constraint to a bone and the forces only seem to apply to the bones and not the surface of the objects. I could be wrong. Anyone have a plan-b?
  20. New version, 2 forces fewer bones. I removed the bone off the main lure and I seem to be gaining some instability now, not perfect but getting there. Need to figure out gravity now. test2 lure.avi
  21. Almost got it Thanks serg2. What I seem to be missing is the turbulence. Maybe add more forces around the model so it isn't as unidirectional. I have the specific weights but there is also the chance AM can't simulate this because the force is on the bones and not reading the specific weight of the model. That make sense? Still cool to be able to flop the bones around with a force though. I'll fiddle some more but think I might be on to something if not useful then at least fun. Untitled.avi
  22. I am trying to do a little simulation of a fishing lure. I rigged up the lure with hook and have the root bone on a cube that is my starting spot. Not sure how I go about getting the force to work. I set Newton on and have the default attributes on just as a starting point. I know I flubbed this up, any suggestions would be awesome. Eventually I will be tweaking the model design out then making a prototype of it and then sand cast the final in Zamak. Base design I have works but I need to fiddle with the volume of material to fit specific weights ie 1/4 oz, 3/8 oz etc. luretest.zip
  23. So Adobe can stuff some data mining in QT too, Flash wasn't good enough to destroy... Adobe =Dirty
×
×
  • Create New...