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Hash, Inc. - Animation:Master

MMZ_TimeLord

Craftsman/Mentor
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Everything posted by MMZ_TimeLord

  1. Heheh, now I can see that you have no hill in A:M to block the truck in the first 6-10 frames... so it appears in front of the edge of that hill. Other than that and the brake light issues... it looks MUCH better... way to go David!
  2. David, Primarily what I was referring to as far as the movement of the vehicles when they stopped was the body roll/movement on the suspension (weight shift). When the green car comes to rest, you said in a ditch, I presume the brakes were locked, so the body would tend to do a minor see-sawing effect upon the wheels ceaseing to move. The truck would also have this see-sawing effect upon stopping. Again, I'm presuming that the drive had his foot on the brakes hard. Last tidbits about the green car. Everyone else is right, the last 9 or 10 frames just before impact with the truck, the green car accelerates. I would check your ease of the shot. When it impacts the truck it seems (with the weight shift forward at the last second before impact) that she hit her brakes late. Is this the case? If she was full braking when she swerved, the body would tend to shift forward earlier and then upon impact would scrape the ground for that first 90+ degrees of rotation. Only after that would it start to come up off the ground and begin to level out by say the first full 360 degrees. Hope that helps.
  3. Maytbe it's the undo level! (lightbulb goes on) Nope... nevermind... just tried turning off the undo buffer on the one section of my bridge that's over 7000 patches... undo buffer has no effect. Oh well... I guess we just have to start all filing the A:M Report on this ... sqeaky wheel and all that...
  4. I would say this... - the spin of the green car -- seems actually pretty close, just the nose is down too much in the front after the impact. The center of the spin seems just fine. - how the truck sits wonky on the side of the road -- it doesn't really sit 'wonky' it's the slope of the road to the grassy area that brings the front driver's side wheel off the ground. It seems more that the chassis is kinda stuck or locked on the suspension until just after the truck stops... this is what stuck out to me more than how the trick was sitting 'wonky'. - green car noses too far -- probably what you mean by the nose stays down during the spin more than it should. I would probably start to bring the body more level just after passing the 90 degree mark after impact. Not completely level, still slightly nose down, just not down as far on the passenger side. (leveled out side-to-side) I would also ask, does the green car hit a tree on the side of the road? it seems to stop kind of abruptly. If so or if not the body of the green car does not reflect the type of stop (impact or braking). Hope that helps David Excellent work as usual!
  5. Yeah, the scale is a bit small in comparison to the fighters... Your original size is closer to a cruiser or destroyer class. Remember that in space you have to house everything below (inside) the hull. So 2 to 3 times it's size would actually be closer from looking at the image you posted. As to the patch counts, what are your counts for each section? (just curious, as I will be making some rather large ships/sets/objects in the near future too).
  6. Actually, it appears that is 'fur' on both. Look at the obvious hairs on the spider's legs. Grooming along with cranking up the density will help a lot on those renders. Good first try thejobe! Keep going, you'll do great!
  7. Rendering a single frame of the consoles, then the bridge just after leaving the window and finally an over all 3/4 view in larger resolution with multipass on would give a better sense of the texturing. Only thing that throws me off is the deck plates around the command chair. It seems they are either mirrored or are missing patches. I'm leaning toward mirrored and it's kind of distracting when you do the fly through like that. The exterior scale seems a bit small as well, like the bridge needs to be smaller in relation to the ship. It IS supposed to be a battleship after all. I would say that the exterior should be scaled up 1.5 to 2 times the size it is now. But that's just a design critique. Also, some of the exterior textures looked scaled to large, but I'm unsure without a higher res render with multipass on. Other than those comments I REALLY like the model Rusty!
  8. That is some beautiful work Stian!
  9. The process to set the affinity of an instance of A:M is to hit CTRL+ALT+DEL and select "Processes" tab, then right click on the 'Master.exe' process and set it's affinity there. (For windows 2000 & XP) As to using a single instance of A:M with dual-core/hyper-threading, it is currently not possible. As far as NetRender goes, William Pickering has stated that he is working on a way to run more than one instance of RenderMessenger/RenderSlave for mulitple-cores/hyper-threading/multiple-CPUs. If you don't know, NetRender is an 'upgrade' that allows you to run A:M without the CD (it uses a hardware key [uSB Dongle] for copy protection.) and also allows you to create a 'render farm' out of multiple PCs. Hope that helps
  10. More a curiosity question than anything... How does the operator clean the last section of the top panel in the series? Seems the sprayer is a ways from the edge. Does the unit roll until the first set of wheels goes off the edge? I guess that question would also apply to the beginning of the panel in the series too... Other than that... great animation Dhar!
  11. If you check this other thread... I already did an experiment with displacement tire treads. It works pretty well, but I don't think it will look as good as modeling the treads for large still images. (Just my opinion) But choose what works for you... again, give a shout if you need help with either technique. Cheers!
  12. Render Times in A:M are only PART of the performance issue with PCs. The other part is real time display of the models in shaded and wireframe modes. Render Times for AMD Processors have been found to be shorter. As to real time display... any fairly modern card that has good OpenGL drivers will work. The faster and more memory you have on the video card, the more complex of a scene you will be able to display at a good frame rate in real time in shaded mode with textures. Main memory (RAM) will allow A:M to run without having to swap out to the hard drive and drag your system to a crawl. It will also allow you to have other applications open (Adobe Premier, Photoshop, etc.) at the same time without having to swap to the hard drive too. My recommendations... P4 at 3.0Ghz+ or an AMD Athlon64 at 2.0Ghz+ Minimum 1 GB of RAM (Preferrably DDR2) GeForce FX 6000+ with 256 MB of RAM or ATI Radeon X550+ with 256 MB of RAM Minimum of 80 GB hard drive (to store all those finished animation frames in TGA form) Hope that helps... Cheers!
  13. Composition is excellent... my only comment is that I would make the tires wider on the car and give them a more 'sporty' tread design. This is just my take on it as it resembles a Lamborghini Diablo. The Diablo has tires about 1.5 to 2 times the width of yours. I think it would really make the car stand out better. I put up a tutorial on tire tread modeling a while back. Here's a direct link. Let me know if you need help with that part... (e-mail or PM is fine)
  14. Stian, Exellent work... I say when we are both done, you have the bismark going under my golden gate bridge.
  15. She's sad because she has no costume... just underwear and boots...
  16. The initial animation of the 'heroine' looks good, but something is missing from the run... I think it's mostly because everything above her hips is pretty static. Some anticipation of what she was going to do would be in order. I think the lighting is top notch with the exception of the ambiance on the 'heroine'. After she steps from the brightly lit area, her body continues to glow as if she's still under that bright light and none of your extremely good mood lighting comes across her body at all. Other than those two things... excellent work.
  17. Also, A:M CAN do compositing right over, in between or behind (LAYERS) other parts you import (image sequences, or movie files). Layers seems to be the most underrated part of A:M. Take a look for the way Layers work in A:M and you will be suprised.
  18. Thanks Karl... I was doing this as an exercise to see how much I could get done in just a few hours. I'll probably tweak it later, but this was two hours work. I really need an AO 'stage' for stuff like this. I'll play with that in my copious amounts of 'spare' time.
  19. Okay... that's just wrong... I mean... I thought Thom was our mascot for cripes sake... Still... good animation though Cory...
  20. If you remember the job description... he was looking for a 'nasty looking' needle to be added to the picture he had provided as a guide.
  21. right click on the little picture and save as quicktime to view it. (Don't know if you need pro to do that or not) Looks great to me... Wonderful work!
  22. I modeled EVERYTHING... Here's a wireframe... [attachmentid=17150]
  23. Much easier is to use the plug-in for primitives. You can make them just the way you want them. I don't think I've opened up one of the original primitive models since V10.5.
  24. Yeah, this is not for a still image, I was just messing around. I plan on putting the numbers (decal) on later. I actually modeled this the correct size, it's the set that was out of scale. I just dropped in the 90sHallWay.mdl from the CD for a quick render. I may add the tray and some other items... again... I just wanted to see how fast I could get the basics for the job that was posted. I'm still new to this whole modeling for dollars thing.
  25. So, just for fun and to see how well I could do this... here is my attempted model after only 2 hours work. Still working on getting the green goo to glow and decal of the CCs on the side. Critiques welcome... (Help with the materials too ) [attachmentid=17125]
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