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Nosferatu

A:M Users 2019
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About Nosferatu

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    Craftsman
  1. Great job, Ken. Looks very convincing. Nos
  2. Regarding the "Wagon Wheel Effect" (temporal aliasing), there is another consideration that I rarely see mentioned. When the wheel is rotating under a stroboscopic lighting condition (such as photographing at 24 fps), the mind assumes that it is watching the same individual spoke rotating backwards. For example, let's assume we are watching spoke #1. If the fps matches the wheel rotation exactly, we will see spoke #1 appear to stand still. Of course, this applies to all the spokes, but we are only interested in spoke #1. When we change either the rate of rotation of the wheel or the fps, we will see spoke #1 apparently start to rotate backward or forward. As a matter of fact, the brain is assuming that we are watching spoke #1, when in fact we are seeing other identical spokes each time a frame is shot. It looks like spoke #1 is slowly moving backward, but in actuality we may be seeing other spokes "masquerading" as spoke #1 just because they happen to be positioned in the right place when the next frame is taken. I used to work on mail processing machines that moved envelopes around at extremely high rates of speed. It was very hard to diagnose certain problems because the high rate of speed made everything a blur. One day I made a strobe light with a very wide variable flash speed and with this I was able to "freeze" the motion of gears, pulleys, and envelopes. I could make the gears seem to stand still, or rotate backwards or forwards. I could make it look like the envelopes were standing still inside the machine, because the strobe light would flash every time a new envelope was at point "X". In reality, I wasn't looking at the same envelope standing still, but rather, I was looking at a different envelope at point "X" which was taking the place of the one ahead of it. Yours in ever-increasing confusion, Nos
  3. Well, guys, as the guy who started this whole subject in the original thread, I've been conspicuously absent. My hands have been full with tending to such minor things as a sister's attempted suicide and then a friend's. Just another month in the life of Nosferatu... I just wanted to thank you guys for all the great work you've done. Now I can finally work on the sample projects you've provided and I'm really looking forward to it. I love to see the spirit of invention that this and other threads have brought out in many of us! Nos
  4. I used it all the time in my old program back in the late '90's and as I recall there was hardly any performance hit at all. And my PC then must have been well under 400 MHz. The whole problem is that a placed object will stay at the same level and not adjust to a surface. Currently I'm using a banked track for my vehicles to travel along, and it would be great to place the vehicle, key it, then move it along "X" feet and key it again. Of course I can do that now but I have to be ultra careful that all 4 tires don't sink below the track surface. Imagine how workflow would be improved if I could just slide my vehicle to the track, inspect the tires for "flushness", make appropriate rotational adjustments, and on it goes. I didn't even consider sending it as a feature request...I thought it would be a job for a plugin. I'll go ahead and send it in as a request. Nos
  5. Cloth does it, but I don't know how you would set it up to do what you're after...it may or may not work for your problem. Yes, that' the idea I'm after, just a simple sensing of surfaces touching. It would be so much easier to animate vehicles on an irregular road, and there would be countless other uses. It's nice to be able to drag an object around in the chor and judge its position by sensing its collisions with other objects.
  6. Drop your glass model over your table model in the choreography window (from the top view) That works great for the kind of scenario you're describing, but it won't work for moving a vehicle along an irregular surface or for lateral positioning. Steffen, Is it possible to create a plugin that simply detects two surfaces touching thereby preventing one object from intersecting another? In other words, simply enabling the animator to drag one object against another in real time within the chor (the purpose would simply be for positioning...no dynamic calculations necessary). I'll send you a blank check if you can do it! David, do you have a spare blank check? Nos
  7. Back in the mid 90's (1890's...I'm very old) I used to used to model with RayDS and it had a great feature for positioning models relative to each other. You could actually move models to butt up against each other as the program would sense their surfaces touching. So putting a glass on a table was simply a matter of dragging it to the surface until the glass stopped moving. Is this possible to acheive in A:M or is there a technical challenge that won't allow it? Boy, would love to be able to have my vehicles sense the road surface. I realize there is a "surface constraint", but it doesn't seem to lend itself to a vehicle travelling long distances. What do you plugin Masters think? Is this possible to do? I would pay a healthy wad of cash to have that capability. Nos
  8. Excellent, John. Very useful. Thanks for sharing. Nos
  9. Wow...What software did you use to make that capture? Nos
  10. Try setting the magnitude property on the force. Even if you want the default of 100%, click in the box to highlight it and then hit "Enter" on your keyboard. I find it sometimes has to be reset like that. Nos
  11. 1. Put a null in the center of focus. 2. Scale it large for easy access. 3. Constrain the camera to "translate-to" and "aim at" the null. Turn ON "compensate mode" while setting each constraint. Now you can rotate the null around it's "y" axis and the camera will spin around the null at a fixed distance. (if you convert the nulls rotation type to "euler" you can just type in 360 in the "y" rotation property to set a keyframe for a complete turn. Be sure to key the "0" location first.) Sounds more complex then it is. Phil Phil, Just wondering...is compensating the "aim at" null necessary? I can't see the reason for needing a compensation on that. THanks, Nos
  12. Rodney, Would you please put me into the contest? Thanks! Nos
  13. I'd like to see the general discussion forums returned to the top of the page. The current layout is fairly non-intuitive and requires a lot of scrolling around before getting down to business. Just my opinion. Nos
  14. I second that motion. I was just thinking about this right before I read your post. Nos
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