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Hash, Inc. - Animation:Master

bubba

Craftsman/Mentor
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Everything posted by bubba

  1. I just picked a background color - green. I would like to lean about compositing with Alpha Channels in A:M
  2. Both the shake and sound are supposed to be coordinated with the foot stomp sound. Which 2 shakes would you recommend - two lefts, two rights, or one left and one right?
  3. I have tried to add sound and motion (camera shake) to the animation. The sound is only for the left foot. Camera shake is for both feet but it doesn't seem to match. Don't know why. Also, camera also seems to roll around the z-axis in addition to the x-axis. I have attached the project file if some one wishes to take a look and see. WarHawk_w_PPC6.mov warhawk.zip
  4. Sorry, I am not ready to try putting a texture yet? This is my first real attempt at creating and animating something (and being a very slow learner ) I am just not there yet. Thanks for the encouragement.
  5. I like ! But instead of the ground shudder, or in addition - perhaps some camera shake coordinated with the sound of the explosions would be interesting. Looking good! The camera shake was something I have been thinking about. Is there a way to relate the camera shake to the foot stomp without having to go through every frame?
  6. Robert, I tried this first, and this is what lead to the issue I posted here - http://www.hash.com/forums/index.php?showtopic=39791
  7. Ok, I rendered directly to .mov and the sound is there. WarHawk_w_PPC5.mov
  8. I rendered out first as tgas. I did see a file with a .sinfo extension. Is this where the sound? Linking is the past property value under the sound.
  9. OK, I have done some more work on the Warhawk. I have added what I hope is a good simulation of man-made lightning. I found some sounds to go with it, and I can hear them in the choreography. But they did not translate to the rendered output. Is there some trick? Or a bug? Also what does "linking" do? WarHawk_w_PPC4F.mov
  10. I would be interested in such a class, Robert.
  11. Has anyone attempted to make a animation of a welding torch raining down sparks and what not?
  12. Thanks, you were right, it was as easy as selecting the new CPs and SHIFT click the group name.
  13. I looked at Mark's first example and I finally see the small emitter band that he created at the bottom. But now I am in a quandary. How do I add CPs to an existing Group? I looked in the Tech Manual - didn't see anything. has "Remove from Groups ..." would be nice if there was an "Add to Groups ..." command. And if you look at this project that Mark made you will see that the emitter groups are the entire feet. http://www.hash.com/forums/index.php?act=a...st&id=55023
  14. I have not studied Mark's first example for a while. I have been going back to the modified project he made with my models & choreography. But shouldn't changing the property Angle Method from Align to Motion to Specify Angle overcome this issue?
  15. I got the sprites emitting from just the bottom of the "toes". However I have run into another problem that has me stumped. The "dust" goes straight down. When the ground is turned off it is very noticeable. i tied "reversing" the angle (-180) but no help. Dust_Test_1.mov Dust_Test_2.mov
  16. Yes I did hide some the geometry in the modeling window so I could just see the foot pedestals. I did not know that it carried over into the choreography window. Thanks! By the way, what is mirror mode?
  17. All Right, I removed all the patches except for the soles of its feet. But this is what happened in the Choreography Window. I tried closing the window, saving the changes, and re-opening the window. Didn't change a thing. I tried on the Lower Body instance and selecting Cache. Didn't do a thing. Help!
  18. OK, I will play with those suggestions. Thanks.
  19. Possibly. It was very hard to just get the bottoms of the feet. Besides an 85-ton machine just might kick up that much dust.
  20. Ok, I think I am back to where I thought I should be. Here is short movie of what I have done to create "dust." Right now the colors are white and black. I removed the ground to see better. I am disappointed at the rendering speed. I thought I had a fairly fast machine. It took 2 hours and 10 minutes to render the 170 frames, at an average speed of 45 seconds. And I only rendered it as a VGA resolution. Side_View_Dust_v11_sprite.mov
  21. Ok, I spent a lot of time trying to figure out why I have NO dust (smoke) in my Choreography. I have gone through every setting umpteen times and cannot find my error. Would someone PLEASE me. Thanks.
  22. Help, I have screwed things up - again. I have no dust (smoke.) I was trying to adjust the color so that it looked more like dust instead of smoke. Now I don't even have smoke. Here is the project. All the help I can get will be greatly appreciated. Especially of you can point out where I made my mistakes. WarHawkAlt11_v16_sprite.prj
  23. Mark, do I care about the Tint settings in the Sprite Emitter that is the child of Smoke2? And why does the second Sprite Emitter have the Property Additive Color ON while the first is OFF. See your snapshot above.
  24. Ok, I got the normals fixed (I think), and got the keyframes for the rate of emission to HOLD. But I am having trouble with the color. Mine still seems to be white. I went through your settings starting the Material, then Objects, then Choreography. There did not seem to be any consistency in the color settings. How does this all work?
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