dblhelix
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Posts posted by dblhelix
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the bouncing lights are perfectly executed.
they could so easily take over, now they just blow up not only the spatial
experience but they actually add to the general magicalness of motion.
the film has the one flaw all the best ones have: too short!
seriously, is there a longer version?
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that was valuable information! just like the compendium on PWS/chor/model/action windows you guys
made when i first came here. it's always the "little" things!
after decades in PS and one in AE, saving is second nature.
in a:m i save everything everywhere. models, chors and prjs.
it was the embedding that was new. coming to this thread A.D. (after disaster)
Fuchurs sentence on re-embedding was the only thing i had not done.
i embedded only once, maybe in prj 2. i thought i'd gotten it's function backwards.
but the situation was far from that simple. for those with lab-experience and a fondness for
white mice, i'll recount, others: proceed ony if you already brushed your
teeth and changed into jammies.
tried to re-hair a modified Gala with a hair model stripped from a previous version of modified Gala.
begun to hide parts to access hair only to assign it to head bone.
something went wrong and the shift clicking in hierarchy did not take, but the entire model flickered
in an ordered succession from head to toe.
maybe the hiding should have been done in model window.........
but i didn't think of it 'cause i was just orienting in the PWS.
i knew what the flicker meant.
revert, reboot.
by an absolute, sheer coincidence the first thing that happened was
i selected group "Head/no tongue" and in the window the entire body got selected.
newbie goes to Panic Room: "oh no there was no undo on this!"
clicked the chor open and allrighty mess it was, the visible bones were in the right pose
but the entire body had gone another route, and her dress a third.
Baz Luhrmann might find the hour that followed inspiring but he's not here.
tried previous Galas, and here my reasoning is fuzzy due to trauma.
i tried the previously faulty "Head/no tongue" in others,
because i deducted that to be the obvious reason for the separation of bones/geometry in chor
because (by sheer coincidence!) it was the obvious visible connection between the two!
- and clicking "Head" etc, the entire body got selected. in all versions.
"i've assigned her entire body to her head bone. in ALL versions?!"
as it turns out there's a mistake in the original Gala.
the group "Head/no tongue" is her body, or, most of it. not her right eye.
and my shift click assigned her entire body to the root bone.
what a mess, eh? and if you see the weirdest continuity in the underlying logic of events,
today i find the project ""crashed"" in another way. even though robcat saved me with Gala.
as if it was an omen. All Saints Halloween to you too!
robcat, the book clears like a half of my backlog here, and last night you
got me to put all the sharp utensils back into the kitchen drawer. it's lucky for
me we don't live in a just world
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and to no one's surprise, it's robcat to the rescue. thank you!
got you the Infinite Jest from your list, delivery round Nov 9.
you life saver, you!
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this is a surprisingly important thread, thanks Vertexspline for bringing this up!
i read it when it was going on and misinterpreted everything..
have just touched ground after one of those memorable newbie-moments
where i've wrecked an entire project when just wanting to add final touches.
it seems a good idea if there was a pdf for the progression, explaining
the different varieties of saving and their consequences, starting from detail
going upward to project. i re-read this now and while helpful, it goes back and forth
quite a bit.
i could describe what i did, but that would only be one specific situation of all the possible ones.
incidentally, could someone be so kind as to mail me a Gala from the am standard models
to %doublehlx%at%yahoo%dotcom (without the '%' of course),
mine's, errrhmm.. all face now
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so one hunch, correct. thank you for speedy expedition!
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i'm working with a modified Gala.
did something to her hair, it suddenly displayed double layers
intricately woven into the geometry.
decided that the fastest way to solve this was to make new hair model
from the original Gala by deleting all but the hair.
dragged the new hair model onto Gala v. 6 in a model window, styled it
and of course it didn't work.
in chor, the hair model now trails 20 cms behind Gala 5cms to the side.
due to many versions, opened the original to compare with current Gala,
both are positioned the same.
opened current new hair model to compare its position to hair placement
on original and current Gala, no problems.
now open her in an action or choreography, and the hair gets willful and naughty.
how do i troubleshoot this? mousse, spray, serum?
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You DO have to let a cloth simulation run long enough for cloth to settle into the place you want it.
terminology snubbles, yes, that's what i meant. ok, simulation doesn't take long.
there's something else haywire then, taking time. more probing needed.
i'll be back.
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was there some smart solution to rendering cloth in stills?
once again i know i've read something about this on a couple
of occasions and now can't find anything in searches.
something about preroll, how not to render animation and use the last tga,
but a different solution?
i'm just dreaming?
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hmm we travel in same circles?
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if you're experienced in decaling&such, you might find inspiration
in the decals for Gala in a:m models. she has really nice helmet hair.
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seriously! when do you ever sleep?!
i was trying to position a hand, it looked good.
render from cam view showed the hand had errr.. quirks modeled in.
repositioned the hand to hide the quirks, switching between modes to also move cp's.
this had to be done from cam view, very close up, and the hand disappeared.
also, i found working the moves in cam view very burdensome,
my brain kept "doing it wrong". for whatever reason, i had no problems with the other windows
and am looking forward to solving the posing/modeling there, choosing
that view to render upping resolution, making a TGA i can crop for the right composition.
go to bed now, i'll sing you a lullaby?
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it said to in cam view
choose any of the other views to become cam view and render.
did i get it wrong?
EDIT:
while too lazy to set up the other laptop with a:m just yet,
i'm sure this is valid. you could toggle any view, even a light,
to be your view to render. i accidentally found the light views
earlier so that must be true.
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a-ha, thanks!
guessing there's a reason for lack of visual indicators for
this as well, as complicated as the math involved in general..
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These are not nice people
that goes for millions.
but it always makes me wonder why so many would oppose someone brilliant.
if exploited, leave. you still have the employment on your cv, and can elaborate about your contribution,
and continue on that path.
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not urgent, just curious.
if doing a close-up real close up, something makes the model partly disappear.
parts closest to camera just vanish.
i first thought it's about the FOV tool in camera - that anything between that line and camera didn't render.
but no. moving that line didn't help.
then i thought maybe patches actually interfered with "camera", so i moved the camera.
no change. too close was too close.
i read stuff back to 2004 and found a solution, change the camera view to match another view,
so you can do the pose wherever it works. (haven't tested yet.)
but does anyone know what's behind all this?
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image from http://xkcd.com/961/
it was 1995 (i think), the theatre i worked in invested in this sugarlump of a grey blob tower.
i'd seen friends work the cmd prompters on their pcs and couldn't yawn enough,
don't people have a life?
the sugarlump caught my full attention. i devoured the little manual, stayed late after work to play with it.
it was so easy, so much fun. two weeks later everyone came to me about it. "what's this.." "how do you.."
i've never had the resources for PodsPadsPhones or such, but Apple still changed my life.
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the text below is my notes while watching and it's not for a reader,
i think only robcat can make sense of the references. here we go:
(will start using workbook now.)
much tech explanation without action a bit early.
how about changing color on vase, explain tech while doing.
revert back to vase without color.
redoing this phase could fit the explanation of spline/ "two splines to make a patch" from the end of the part 1.
and also emphasize different ways to select.
change color on 1-3 patches(make a stripe) or half a vase resulting in a model w different sides&back for view demonstration.
opening the model surface attributes is as intimidating as importing TW and seeing that file content,
but more relevant to what's happening.
it is a good idea to import another model - maybe something less complicated than TW -
(a prop? vase w/o color made earlier?) to explain the saving processes.
(i would like a briefing into the save model/project/chor, but guessing this could be complicated for a first lesson.)
prepare for shademode meaning when you delete the thick vase and space appears empty.
only forward motion in text, not explaining what just happened. newbie brain processes divide and
crash = following speech progression while remembering&trying to make sense of what just happened isn't optimal work.
(maybe a place for showing "redo" button.)
explaining the spline/poly difference could be much shorter. draw the polyversion next to splineversion,
concentrate on spline, the flexibility of shape,
ease of change (magnitude) and control and just state that fewer cp's are naturally much faster to render. spline
modelling is the huge advantage of animation master. no Paint.
(take it slower in the very beginning of "what we learned".)
i reallyreally like the realworld-excursion in the end; it seems redundantly simple but it's not.
dwelling on that simplicity with repetition is a profound eye-opener into cg. i had this experience
when watching thejobe make a shape i already made, with some devastation, oh time wasted blahblah
why didn't i think of that etc. this is more basic but elementary.
luuuurve the title options in QT!
and the historical vase reference
(already feeling ridiculous but when explaining about the esc/RMB at about 0'24'' syntax could be
clearer - i first thought could be something for Mac only, but in half a minute
decided against that. solution: "but i have a two button mouse because i'm on a pc".
don't afraid to speak robotically when instructing about hardware.)
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now what am i doing right (in racking up a fresh batch of newbie points);
light affects model but not a prop.
last time it was about light lists, so now i tried every option and ended up
having to create a whole new light to believe that this is so. the prop does
not receive light. and no, it's not black. the chor is saved as from another
chor, prj from another prj that already rendered just fine. only thing i've
changed is "lens" from 30 to 50, so that's hardly the solution.
how do i troubleshoot this one?
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here's food for thought on the search engine here,
i just figured out you get different results for your searches depending on
which page you start the search from (or if you're signed in or not),
and really think it would be a good idea to write in a tip about this in the search option box.
"for best results, start your search on the hash.com/forums/index page"
also, it's quite misleading that AM films is written in as a subcategory in the big
box for search hierarchies on the advanced search page, when you only get hits
from there if you start from that page. due to visual memory and that effective image map,
i've never even suspected two searches are needed.
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hard to stop watching that!
here i was, wondering how to achieve "fog with spikes", and you say it's called flare on a light.
thank you!
(try time-reversing that TGA sequence? =)
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documenting;
it's a virus. opening a pdf (techref, tuts) tunes the program in to Twin Peaks.
suspected as much earlier, but there were too many emergencies to be sure.
today it disabled view toggling; all views 2-8 zoomed out to infinity at every change.
rebooting a:m didn't help, rebooting pc did.
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Can you save a PRJ with that light in it and post it?
well i got to the deleting right after posting, and the only other .prj version
was pre-problem. no point in guessing, unless i get a chair and a drink?
all lights are functioning perfectly now. all 60 of them.
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documenting:
the roll handle turned out to be an indication after all.
in the image, take a look at the yellow square at the bottom of the pic.
venture a quick bet what that could be before i tell that it's...
the "rotate object" handle for the light.
seems if a handle gets going it doesn't travel alone.
going to delete the thing and start from scratch..
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thanks, progress report:
the cone problem turned out to be a mirage. once the "shortcut to" was chosen,
the light size became small, looking just right, indicating complete adaptation but was not.
so i neglected to scale! scaling made all params correct. happy now.
just reporting:
i was so sure the roll handle behaviour would lead to some kind of action, but it remains a sidenote.
i discovered, that in the one perfect light group used as original, the shortcut values
"transform rotate" in the properties window were different from "transform rotate" in the
shortcut>action>chor list of changes made.
when copying these changes onto other lights, the copypaste refused to stick!
at the moment all properties windows numbers are identical but the cone angles differ.
don't remember how many (2? 3?) lights were made before i unearthed the "shortcut" system.
when that happened, i changed all lights (with different values&such) into shortcuts of the first light.
then tried to copypaste the values from the 1st light's shortcut onto other shortcuts.
guessing there's the reason to problems. very confused, will adjust manually.
haven't even gotten to the fill, mine is at 2%, and it lights up the entire chor with that amount
though its size is a tenth of the area and is directed straight down. this is actually just what is
needed (comics graphics, not pure 3D) but it was unexpected.
checked the glow values, and in chor settings i'd changed the first default from 50% to 3% and
the second default from 200% to 100%. and the scene turned romantic. lights look good, but
there's a bit more model detail needed. i'll get back if i can't best it.
material added to light and animated test 1
in Tinkering Gnome's Workshop
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oh that was good.
associated to wind traveling on a desert. or an ocean.