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Rob_T

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Posts posted by Rob_T

  1. More comics keeps your readers coming back more often and staying longer. It's a good, proven strategy for increasing traffic. Of course to really build your fan base you are going to have to start going to conventions. Sinfest is the only webcomic I know of that is very popular but never has a presence at conventions. And even he has Dark Horse selling his books at the conventions now.

     

    Have you ever seen this 3D comic? British, 3D, prett funny. I've conversed with the creator a bit, good guy.

     

    http://www.secretagentbritishintelligence....com/page-01.htm

     

    To go back to that off topic topic before... I see you guys have done a lot of pirate stuff. Have you ever done pirate stuff with a fantasy element? Magic or something like that?

     

    I ask because I have a friendly acquantance who is the senior editor for Black Gate Magazine.

     

    http://www.blackgate.com/

     

    I could pass something on if you want, they are always looking for good Fantasy stories.

     

    Back to WBP. I think it's great you are ramping up and I agree your art is fantastic. I'm extremely jealous that you have two great artists on your webcomic and I don't even have one. Congrats. I wish you much success. ;)

  2. Largento,

     

    You can build every part of the apartment, but when assembled in the choreography you will have the option to turn models on or off (as well as set parts to not be visible in the choreography, but still render.) Not only does this give you the ability to see through things, but elements that the camera won't see can be turned off, which will speed up your render times.

     

    Wow. You can set stuff so it can't be seen but will still render? And you can set a model on or off? I assume the on or off part is the eye image in the shortcut? But how do you do the can't see it but it still renders thing?

     

    It takes no skill. You simply put them together so that they overlap... no gaps.

     

    So you say and for you I'm sure it's true but in my case every time I have tried to push two models of different colors right up to each other I have gotten some bleed through from one model onto the other. Even when the models are the same color the lines seperating the two models look a little "funky" when they are pressed right up against each other. Don't believe me? Look at that flythrough of the Remedy short set I posted recently. You will see buildings right next to each other, that are the same color and you can tell where they seperate because the lines between the two models just don't look right.

     

    I don't know enough to even guess why.

     

    You Tube is a smart choice, but I know you said you were planning on making a whole WBP movie and it's a shame you can't offer that Christmas card as an extra or something. Selling it in any way would probably get you that cease and desist you mentioned (when I said sued that's pretty much what I meant, I know almost nobody goes beyond the cease and desist these days, they don't really need to).

     

    For me, I've been involved in music, voice acting and audio editing for so long that to me, that would be the easy part of a project like that. Still, as something for friends and family it's a pretty great effort.

     

    I suppose that's a part of it, but it's not going to be a concern now. :-)

    Ooooh! Cryptic and foreboding. I'm not even going to ask, I'll wait to find out with the rest of the masses. Whatever it is I hope it goes well. Just FYI the biggest webcomics centered convention in the country is coming up at the end of the month in Hartford, CT. :)

     

    Thanks Robcat. I'm starting to understand the large amount of Stefan worship that goes on around here. He's an honest to goodness A:M MacGuyver or something isn't he.

  3. Jake I tried using 5 points and it left the walls kind of lumpy in the render. I think Robcat's solution is better.

     

    Largento, I agree completely with what you are saying but this situation is a little different as the opening shot has an anthropomorphic robot computer swinging, Tarzaan like, from bra's, ducktaped to the ceiling, all acrossed the living room of the apartment. Which means for that one shot at least, I need the entire room to be visible as well as the connecting rooms (Kitchen just has an entryway no door) without any gaps in floor ceiling or walls.

     

    Whenever I have married two models together I have had trouble with bleed through where they meet. I have no doubt someone with your experience can marry stuff together without that problem, my skills just aren't there yet.

     

    I mean look at what Robcat just showed me? Such a simple part of the program and I had no idea because it wasn't in any of my lessons. You guys and experience are my only teachers now and as that's a slow way to learn I'll be doing a lot of things the hard way as I go along. I've pretty much accepted that.

     

    EDIT: I loved that video by the way. I saw it awhile back when I first found WBP on the Half Pixel forum.

     

    I was surprised you used someone else's IP though (Dean Martin). I mean, I completely understand the reason you wanted Flemm to sound like Dean Martin, I mean, who wouldn't? But there are plenty of Chiristmas Carols that are in the public domain because of thier age and expiration of copyrights and whatnot. Why not get a few friends who can play instruments together and a voice actor who can sing and do your own version? Then you could include it on your DVD and not have to worry about getting sued.

     

    I can only assume that the reason you guys don't have a bunch of other shorts is because you are going for quality of quantity but I am eagerly awaiting the next entry. ;)

  4. From what I can tell from the picture yes the closest room is what I'm trying to do (with the exception of the ceiling being gone.... the room needs a ceiling and I think therein lies the problem... I could have done what you did but that CP at the top of the wall = no ceiling).

     

    How did you get it to render showing the CP's and splines? I haven't been able to figure out how to render that way (or I would have for my examples with this question).

     

    I just screen captured. but you can render shaded mode with Show CPs ON.

     

    I can see that if I connected the two CP's at the tops of the walls I would have my ceilings back,

    yup

    rooms2.png

     

     

     

    but the effort it would take, to string in all those CP's and splines into the existing model... in all of the 4 rooms with the problem...

     

    the effort... the... effort... four... rooms... can't... go... on...

     

    it's not that hard.

     

    newsplinet0005H264_150.mov

     

    Your sarcasm is almost as amazing as your workflow. Almost.

     

    Wow. Ok, see, you have to keep in mind that you basically just showed me an entirely different way of modeling there. That stuff with the "Y" key? I had no idea. I've hit the Y key about a jillion times when I meant to hit the "T" key and that never happened. Is it Shift Y or just select the spline and Y? Ah who cares I'll figure it out.

     

    In my defense, for me to do that would take hours. Because the way I would do it, the way I learned from Tao, for every CP I wanted to put in there I would make three, insert the one and then delete the other two and then have to move the one remaining into position. I've done it a few times. It takes $@!&$ forever.

     

    Doing things the way you just showed me is an obvious fix for the issue considering the short amount of time it takes. With my workflow I'd be at it for hours and hours.

     

    Thanks a ton man. I might just have to take another look at that wishlist if you keep this up.

     

    :)

     

    MJL, Largento, John and Frost, Thanks a ton for the suggestions (although, Frost, the next time someone tells me to slap something that I don't understand in the least I may have to start slapping myself with insanity... have you been talking to Homeslice because the two of you are slap happy.... in essance.... no idea what a cookie cutter map is).

     

    DJBREIT: it took me an obscene amount of time to make this rather pathetic model and you seem to have recreated it in very short order. Thanks for shining a light on my personal inadaquacies. LOL. I've downloaded your version and I'm going to take a good long look at it. Thanks man.

  5. From what I can tell from the picture yes the closest room is what I'm trying to do (with the exception of the ceiling being gone.... the room needs a ceiling and I think therein lies the problem... I could have done what you did but that CP at the top of the wall = no ceiling).

     

    How did you get it to render showing the CP's and splines? I haven't been able to figure out how to render that way (or I would have for my examples with this question).

     

    I can see that if I connected the two CP's at the tops of the walls I would have my ceilings back, but the effort it would take, to string in all those CP's and splines into the existing model... in all of the 4 rooms with the problem... that was the domino effect I was referring to and trying to avoid.

     

    If that's the only solution then I'll probably leave the 5 pointers for now. I think the doors, entranceways and windows I'm going to add in may allow me to delete those 5 pointers later on.

     

    I was essentially lookiing for a quick fix but if there isn't one then there isn't and I'll make due with what I have at the moment.

     

    Thanks a lot for all the help though. ;)

  6. You're doing something seriously spline-wrong if that shape is a problem. Can't see from here, though.

     

    I can't really show an example because I fixed them all already with 5 points.

     

    tip: don't save over your old work. save a new file with a version number. Because the day is going to come when you're going to wish you hadn't done something you just did and you're going to want to have it back the way it was.

     

    Oh right. Yeah I do that. But that's not what I meant. I can show you, in fact here are two renders from an older version before I fixed it. I can't "show" you because as soon as I render it the patches hide the problem.

     

    This, I think is the best I can do.

     

    In image one the entire model is visible. In image two I've hidden the ceiling CP's so the render is just from the "Chair Rail" CP's down to the floor rail. As you can see though, the two bedrooms, the kitchen and the bathroom all still seem to have a floor. They in fact have 2 floors and two ceilings in this instance because every time I made a bloody square to outline the walls of the room the program made a horizontal patch to go along with it that sliced the room in halves or quarters or whatever fractions you want to use.

     

    As I said, the extra CP's I inserted resolved the issue and got rid of the extra patches. As I also said, the creation of the 5 points, the only way to make it work, make the walls bulge a bit and look kind of crappy. You can see that in the last image I uploaded.

     

    So I'm still looking for a better solution if anyone has one. I'll attach the older project fle too so you can look at the model itself it you want.

     

    I'm sure this is an easy problem to fix I'm probably just not explaining it right. <_>patches_check_one0.jpg

    patches_check_two0.jpg

    Apartment3.prj

  7. Rob, show us an example.

     

    I can't really show an example because I fixed them all already with 5 points.

     

    I will post a picture of what I'm making though to give you all a better idea.

     

    It's an apartment. And the middle rring of splines throughout the living room, kitchen and bathroom are there to support the modeling of chair rails it in the case of the bathroom, whatever you would call the divider that seperated the top half of the bathroom from the bottom half.

     

    Because these CP's exist in the walls they are connecting with each other and horizontally dissecting the rooms. It's hard to see because the one room without a floor or ceiling doesn't have the problem I'm talking about. And, as I said, I've already eliminated them by adding cp's and usinf 5 points. But as you can see from the render the 5 points don't exactly make the walls look nice and smooth.

     

    Anyway, I hope this helps explain what I'm struggling with. Thanks for the help. ;)

    5_Point_Checks0.jpg

  8. John, the patches would "kinda" disappear when I did the render lock. They were still there they just looked really screwy. I assumed they would disappear altogether if I actually rendered to file. Either way though that doesn't resolve my issue since I need them gone so I can better see what I'm doing as I continue to model in shaded and wireframe view.

     

    That said, the five point patch thing I thought of right after I posted this and it does work but the patches look like crap even when rendering to file so I'm probably going to have to come up with something else in the end but for now it works.

     

    Robcat, unfortunately most of the model is almost done, bad planning on my part I guess, live and learn. Going back and redoing all those splines would be a real chore. I can see I'm going to have to get creative.

     

    Would porcelin help with the 5 pointers? I'm making walls and the 5 point patches are bulging slighlty when rendered.

  9. I'm trying to model something with a lot of square shapes in it and I'm having problems with patches forming where I don't want patches (places I need to see through). I realize in the short term I can hide the CP's that make those patches but that doesn't resolve the issue that I simply don't want those patches there.

     

    They are completely valid patches but I need them gone. I've tried transparancy of the group of CP's that make the patches but that doesn't even work in render lock (I assume it is done in final render) as the patches still remain despite being changed to transparent.

     

    Also, I'd rather not add additional CP's as this causes a domino effect requiring me to add bunches of other CP's and splines to keep the patches I do want.

     

    Any suggestions would be appreciated.

     

    ;)

  10. Yeah it seems like Simple Scatter will work for what I want to do. Just have to go back in and make some minor model changes and add a good group for the plug in to work off of and I'll be all set.

     

     

    Thanks guys. ;)

  11. Is there a way to constrain a crowd in the flocking engine so that it does not intersect with other models (it's fine, and perhaps even somewhat of a benefit ift hey intersect with each other a bit)?

     

    I'm trying to add a shitload of trees to my choreography and I figured I could put them in one at a time but it would be great if I could just do a crowd or a couple crowds and have all my trees added.

     

    This of course leads to another question. If one can add them without them popping into existing models in the choreography is there a way to randomize the scale on all three axis a bit? So I get different sized and shaped trees?

     

    And lastly is there a way to randomize the rotation around the Y axis so that the trees appear at different degrees, thus further changing thier appearance from varying perspectives?

     

    The only flocking I did in Tao was with the birds setting and the lesson mostly concentrated on the action of the flight so I'm a little in the dark about the Crowd settings.

     

    Any help would be appreciated. :)

  12. considering your scene, I think a good question should be how would you configure your camera so that it will not render the whole scene each time you render a camera view, that is rendering only the area in the camera view. Any help on this

     

    Actually, that's a great point. It never occurred to me that the program would render things that cannot be seen by the camera. I wonder how that works. <_>

  13. It depends on your visual style and how close the camera gets to the windows. In most cases, you can just slap bump and color maps on the buildings for windows. If the camera gets close to any of the buildings, you can model a few detailed "foreground buildings" with the window geometry as part of the building model. Even in the "foreground buildings", you only have to add window geometry to parts of the building the camera gets pretty close to.

     

    I love how you say stuff like that like it would be so simple. I hope that stuff gets so easy for me that I can be blase about it myself someday... sooner the better.

     

    But just slapping maps, of any kind, I don't even know what that means. I've never mapped anything, bumped, slapped or what have you, to my knowledge. Was that even part of Tao?

     

    I do understand what you mean about geometry though. I'm not making windows on any of my buildings right now. My intention is to either decal them with a window picture if they are far away or insert a window model into the building in strategic places if the camera gets close.

     

    My question was, as far as rendering goes, if it is better for me to repeat those window models in the choreography as many instances of the same model, or if I should insert them into the building model in the modeling window and then import the building into the choreography (with the windows already in place). If one was better for rendering over the other.

     

    My thought process was that perhaps the program may have an easier time rendering the same window model over and over again rather than having to consider each window as part of a larger model and therefore distinct on its own from every other model.

     

    I think Robcat is probably right I would have to test to find out. Unfortuntely I haven't a lot of time for testing right now. I'm going to have to make a choice and stick with it. For better or worse.

     

    Rodney, your info about altering the models in muscle mode has already been a huge help. Thanks a ton for that. Sometimes when I load the project the geomentry on the buildings I altered already is wacky and all over the place but as soon as I select them and click into modeling mode they snap back. Wierd but I can live with it.

     

    Thanks for the help.

  14. From a rendering perspective, is it better to use many instances of the same model or is it better to individually model each instance with it's own name and file?

     

    For example, in my current project I have lots of buildings. Buildings have lots of windows. Would I be better off modeling the buildings with the windows built into the building as part of the model. Or would I be better off making several types of windows and then importing the building and window models into my choreography and then inserting the windows into the buildings by creating many instances of the same windows until the buildings are complete?

     

    I ask because this is occurring a lot on my set. I have a bunch of balconies on my buildings as well as trees.

     

    ;)

  15. Yeah I was going to say, they want to add a significant charge to sell you a hard copy of the manual at the conventions so I (like most people I imagine) don't buy it since they let you know right away that it is on the disc already in PDF form.

     

    Welcome Aquaryon. Definitely do the TOA lessons first or you will be so frustrated and lost you won't get anywhere and come back and ask your questios often. The community here is amazing and goes out of thier way to help newbies.

     

    Good luck. ;)

  16. Hi,

     

    I'm pretty new here myself but I might actually know something that MIGHT help in this instance so I guess I'll pass it on. I'm sure one of the more experienced members will be along shortly to point out why I'm wrong and direct you to the correct solution. :lol:

     

    Here is a link I found awhile ago and have been saving for when I need to do such things. I haven't used it, I haven't even read it. But I think it applies to what you are trying to do.

     

    Good luck!

     

    http://www.hash.com/forums/index.php?showt...p;hl=Installing

  17. Can anyone tell me the difference between these two books and if either is worth getting?

     

    http://www.amazon.com/Animation-Master-Com...ntt_at_ep_dpi_1

     

    http://search.barnesandnoble.com/Animation...84504757/?itm=2

     

    They both seem to have been published in May of 2006. They have similar product descriptions. The same author. But a difference title, a different cover and a different page count.

     

    One is available at B&N online the other at Amazon. Neither book is available at both sites.

     

    Also, is either book worth the money? I completed TAO. Is this going to walk me through the same stuff or is it more advanced and worth the investment? The reviews (what few there are) are good.

     

    I also find myself baffled by the wild pricing variations on these books. I can get one used, probably without the CD for $20; from Amazon new (I assume with the cd) for $32 but there are places selling it used for over $80 and new for over $200.

     

    I R confuzled. :wacko:

  18. I had the same problem when I was at your lesson. I really liked using the arrow keys. That has become part of my workflow.

     

    I just click on the model and the arrow keys let me move the model up, right, left or down. Depending on what view you are in it can easily help you position your models.

     

    As for picking your model with multiple models in your choreography I have to go with MJL. The project workspace is by far the easiest way to do that. You will find you will need the project work space open at most times for almost all the lessons so you should try and get used to it as fast as you can.

     

    Good luck. ;)

  19. Thanks Rodney. Everyone shares the credit for this job well done. I had a lot... a LOT of help. My situation with the artist on my web comic, wanting off the project, has me in a place where I have to focus on my own stuff for awhile. But I hope, through that process I learn enough that I can come back here and offer some help and insight to those who come after me. I'd love to rewrite a few of these tuts with a little more clarity and detail.... once I understand what to clear up and what details I should add. ;)

     

    I also hope you guys don't disappear on me now that I'm graduated. I want to have something substantial to show for Connecticon (starts the last Friday in July so I have about 7 weeks) and I'm probably going to need more help and guidance than ever before.

     

    Where is the best place for me to post questions regarding my projects? Newbies forum? I have 2 scripts that I'm hoping to complete for Connecticon. The first is related to my Webcomic "Remedy" and the second is related to someone else's webcomic who did me a big favor. The first is longer and much more important. The second will only get done if the first is well in hand.

     

    Yes, I'm ambitious. We'll see how that works out for me.

     

    Fortunately, I'm out of work so I have loads of time when I'm not sending out resumes.

     

    Big shout out to my A:M Force Jedi Master Robcat. Couldn't have done it without you man. Thanks. :D

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