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!
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Hash, Inc. - Animation:Master

markw

*A:M User*
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Everything posted by markw

  1. Thanks Robert, another gem to add to the colection
  2. Some of that body jitter seems to me because as one leg comes up, moves forward and then hits the ground the body dips forward and back twice in that one step. Most evident in the side view, with the constrained camera, giving a rather rapid woodpecker like motion to the upper body. When seen in perspective from the other camera, because of the speed of those dips forward, it makes the body seem to jitter. The constrained camera was my suggestion Rob, sorry! But I have found it helpful at times to have but would agree it would be very difficult to do all the animating from a constrained camera. Mostly I'm in Birdseye View in the Chor and the camera that I render from always has the final say. Forgive me Simon I maybe should have been clearer in the other thread where you asked.
  3. Just a thought here, and forgive me if this is obvious but I've been known to forget this step some times! But after making any changes to particle systems, like deleting the sprites from the plane, did you re-bake the project? If not then it will still use the bake information it used the last time an ignore the changes you made. However I think you definitely have something strange going on as active particle systems shouldn't interfere with each other when rendering. Again, if you can, let Rob take a look at it...
  4. The image with the flowers missing, was that rendered strait after the other one? and with the same render settings? I fear this maybe is something peculiar to your project, I'v been using particles as well and not had any problems so far. I'm sure if you can let Rob have a poke around in your project he will be able to help.
  5. markw

    Yes its present in my v17 and 17beta's.

    Its in the HXT folder as; TreeeZ.hxt

    Holmes has a good intro tutorial for using it too if you look over in the tutorials section of the forums.

    Have fun growing them!

  6. This is a good vid from Robert on doing a walk freehand in the Chor. http://www.hash.com/forums/index.php?s=&am...st&p=345732 Although its a robot the principles are much the same for all bipeds. Top view is useful for seeing if your character is still on track to its destination and I use Bird's Eye a lot too to check progress. But what can also help are "temporary" cameras that are constrained to aim at and move with the model so that you can always have a perfect side, back or front view if/when you need them.
  7. I'm not sure I fully understand, sorry. Could you post some screen shots of what you are describing. I can find no 'Property' for baked particles. Group prop. to on? Which files did it say were missing?
  8. Doh!! Embarrassed head in hand time Was sure I had set the camera to HD720 Sorry for the falls alarm
  9. Is A:M supposed to automatically re-size the images in an image sequence when it imports them? The images were rendered out at 1280x720 but as soon as they get imported back into A:M they become 864x480 and so far I can find no way to stop this or chose what size the exported movie will be played at. I seem stuck with 864x480
  10. Ouch! 1hr 30 per frame! I'v used particles in my contribution too but my slowest frames are around 10min from memory for a non stereo render. I'm soon to do a step render of the whole thing in stereo but I'm hoping the added stereo will only make it around 20min a frame at worst. As I understand it one of the main reasons for baking particles and dynamic constraints, is so we can use Netrender for rendering if we have more than one CPU core available to us. And at 1hr 30 a frame, I would recommend using Netrender (if you aren't already using it) to cut your overall render time down.
  11. Yes Darkwing mine's a little over a year old I think and can boot in 64bit using the 6&4 keys. Never really noticed much performance difference doing the every day stuff on it so mostly leave it in 32bit mode. I was maybe hoping a 64bit AM would shave even more seconds off render times
  12. Thanks for the clarification there Steffen, as a non programmer I have no idea what carbon calls in the middle layer are but I'll take your word for it that they're important As some newer Mac's boot in 64bit by default will A:M run OK?
  13. Ah, thanks Rodney they're back And to prove they work this is what I was going to attach last time. My computer definitely thinks AM is not 64bit...
  14. Are you sure that you dont have a 64bit version already? Macs are no longer sold with 32bit-cpus and like that I thought that more recent Mac-versions of A:M are 64bit... (this is only a guess and does not need to be true!) See you *Fuchur* Which is what got me thinking. Here's what System Profile has to say about the AM; 64-Bit (Intel) No On a side note, can we not upload attachments in this part of the forum? I see no buttons for it.
  15. Just wondering if anyone can say if a 64bit version of A:M is likely in the future for us Mac people?
  16. markw

    Hi Rekh,

    Yes those are the missing icons in v17.0.

    Steffen's fixed it for v17.0a when that comes out but I don't know when that will be.

    v17beta5 shows the icons correctly, however rendering is better in the latest v17.0 when using multi-pass! So I'm using both versions at the moment!

  17. Hi Simon, Not sure if this is good news or bad, but I've just tried your project in 15j+ up to v17 on my Mac and I get no problems with the positions of the lights. They stay where I leave them. Maybe just try restarting the Mac and/or resetting AM first before doing a fresh install.
  18. Have you turned on particles in the choreography you're intending to bake? If its not on then the bake option will be greyed out. If you are still adjusting timings and things I would wait on the baking front. Save it to the very last thing to do. When you bake particles, A:M will generate some new files, .par & .pai, which contain the particles rendering information. They will be made in the same location as the project file containing the choreography that you are baking. These new files and the project that generated them must remain together especially if you are using NetRender, it only loads projects containing choreography's and not the choreography files themselves. Netrender will assume the .par & .pai files are in the same location as the project loaded into it. I'v found it best to make a specific folder containing the project file solely for doing particle baking to stop things getting lost.
  19. Good news, the replacement models are all capable of completing the exercises as given them in TAoAM. But note; Thom still has Balance and Balance Ridged turned on by default and Shaggy has some geometry bones that should be hidden showing in his left hand as well as the eyelid bones. I also copied the new models into my data set and they show up just fine in the Library and load.
  20. I have some results for you. Where should I post them? Here, to you or AM Report6203?
  21. I don't mind having a play with them this week. When do you need answers by?
  22. Neat, the true meaning of the phrase "self assembly"! Can I ask; 1, what is it? 2, the black hose connectors? Are they really counter threaded? Looks a little odd them turning counter clockwise as they go in, instead of clockwise.
  23. Oh its true, its true, its much faster than 15j! A few odd Mac bugs but Steffen is squishing them even now. Actually I'm using 17beta5 but rendering with 17.0 to get around the bugs. I have great hopes for 17.a when it comes.
  24. Reported. Another bug for Steffen to squish!
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