mark
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Posts posted by mark
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Well I love the mood set by it all. I've been using AM on and off since v7, but the feel of my images have never been like those. Sigh.
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well I never win, but I will play.
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That's great! How do you create the material though?
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I was working on a character with six legs, and I just wanted to make a simple test of walking. There is paste mirrored to copy key frames from left to right - which works for any pair of legs, but is there a way to copy a key frame from right leg 1 to right leg 2? I cannot figure out if it is possible - i.e. I find it to be impossible but perhaps I am doing something wrong. Any help, advice, etc. would be great. Thanks
Mark
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I thought that was great. It is wonderful to see the history of something to know where it came from. Unfortunately, it is that history that is all to often lost.
Ken, your presentation brought back all the memories of the amiga. You must be just a couple of years younger than me - since I had just finished college and was looking for new computers. The amiga was wonderful! I loved mine. My only problem was since I was a poor, starving grad student I never could afford any of the cool software like Hash's. Had to make due with dpaint and trying to program my own animations.
Thanks for the reminder,
Mark
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Thanks! That helps me get started. I am all for experimenting, but I need a bit of back ground first.
Mark
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I swear there was a message like this before, but I cannot find it.
1. Is there a toon rendering tutorial somewhere? I thought I had seen one, but I can't find it.
2. Is there a way to control what renders as a toon: realistic background, toon characters, or even vice versa?
Thanks for you help! These are just my AM questions du Jour. I don't even have a project!
Mark
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roll bars need to be oriented the same way I believe.
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Man, this is too hard! I can pick six that I like - though all or good - but only four?
Dang!
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Actually, I tried it on my USB burner - it worked fine there but then it would not give me back the disk until I turned the burner off.
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I get the same thing - but it seems to be my usual cd drive. I use an old scsi drive for my AM disk and that will not work. If I put the CD in one of my IDE drives, it works fine. Its just a bit frustrating since I have that SCSI drive for this purpose.
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I finally had a chance to play around and with the dynamic constraint - not as much as I would like, but something. At a stiffness of 10% and less, the bone appeared to behave as I would have expected - i.e. accelerating it swings back, decelerating it swings forward. Anything over 10% did just as you said - it would lead the motion, no matter what I did to it!
Unfortunately, as I watched a dangling bone, its motion is also backwards - but if it is attached to cp's on the opposite side of the pivot it works. Looks freaky to watch the bone though.
Mark
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Sam,
I will have to give it a try as you have. I have not had the time I want to devote to AM lately. Anyhow, I will get back with you after I see what I have done.
From a long while ago, I remember that the dynamics set an initial velocity based upon the first two frames. So I am thinking that perhaps in that case it treats your initial start as a constant velocity so nothing is happening in the first instant - no lag. Then the next key frame - if the velocity is decreased from the first pair, the object will swing forward. If the velocity is increased - then it should swing back.
So suppose you key frame at even time intervals. If the distance between the second and the third key frames is greater than that between the first and second, then the bone will swing back. If it is less then the bone will swing forward.
Unfortunately, all I am saying right now is pure conjecture on my part until I sit down and try it.
Mark
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Well, looking at your images, they appear correct to me for both cases. How you move your object is really important. In the first case, the object really appears to be decelerating as it moves to the left - the acceleration of the object is directed to the right while the object moves to the left. The bone's "inertia" will cause it to swing forward. This is the same situation as when you step on the brakes in the car hard. Your head swings forward.
The second situation is correct for the bone, but the objects motion would be wrong because it is moving in the same direction as the acceleration rather than in the opposite direction as it should.
Mark
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Well, given what I have seen the P4's do with the hyperthreading, distributing passes would actually be a decent benefit.
For example: My Athlon 1.33 renders a 16 pass frame from the toys project in about 6 minutes. My P4 2.8 renders the same 16 pass frame in about 4 minutes. Clearly, as AMD states the athlon is more "efficient." However, if I run two instances of AM on my P4 it completes both in just under 6 minutes. So there is some benefit there.
Mark
gradient controlled shell
in Work In Progress / Sweatbox
Posted
I think the appearing shell looks great! I do find that shell fragments flying up and away a little disconcerting though. If they followed a trajectory I think the effect might look better - or perhaps if they started to follow a trajectory and then vanished! Only my opinion.