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Posts posted by pdaley
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My stupid sister-in-law is getting remarried right then. Could she suck any more? I may be able to come late, but for now I have to decline.
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Did you try playing with the velvet shader?
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Looks more like astronaut training.
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Yves,
The shovel's movement seems wrong. First it seems to slow a little before it hits the ground and then it pivots forward at about the same rate that it had been moving forward. In that way, it looks like Woot is riding a lever rather than a pogo-shovel. Does that make sense?
Woot's movements are great. That's why the shovel stands out as being too simple.
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That's about as far as I had gotten for that render. It looks like that because there ain't no keyframes after that point. Just good to know I'm headed in the right direction!
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Here's some added action plus your comments. Only about halfway thru.
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not yet! experiments only!
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first pass
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First pass.
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don't rely on AM to render your audio correctly. You'll want to re-sync it in your NLE software. I almost always get an unusable tidal wave of static when I get sound out of AM.
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The CYT Nimmie and Tin Girl reminded me of that scene in Airplane where the little boy in the suit sits next to a dolled up little girl and they proceed to have a grown up conversation (the black coffee scene). The reason for that is the comedic juxtaposition of children's voices talking about grown up things. I'm afraid it's distracting.
I still like the AM Woot .
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Congrats, ZBG.
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I'd do something a little different with the right arm. MY only suggestion would be to have the arm part of a moving hold during the second pose. Instead of locking into place momentarily, I'd have it lag behind the head turn and then keep mving around slowly while he's looking forward. The rest of the move from that point, the arm works fine for me.
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I circled what you want to focus on. Spline continuity is a big deal in AM. If you have come from another app, this is a point that will take a little getting used to. Splines must have a reason for their placement and must flow into each other as smoothly as possible. I attached a quick idea as to how you might layout the splines and make use of a 5 point patch.
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Works for me Will. Pretty neat.
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About 1 second, maybe 1.5 on a T1 at work. Win2k and IE6.
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uh... no.
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There are several pages worth of manual at Marcel's site that give a complete desc on how to use Treez.
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Bob Croucher might be able to roll with the spandex crowd. As for myself, it would have to be VERY speedy modeling...
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I had a couple stray thoughts about the bash.
For those that may want to skip the field trips or possible night time activities:
Speed modeling session - We could try to crank out some TWO models in a contest type setting.
Speed animating - Try to get some quality blocking on TWO stuff in a contest type setting.
Feature grinder - As a little group, pick a new feature and try to beat the hell out of it by just throwing ideas at it and turning us into experts in the process. Compositor, Ambient Occlusion, Treez, Dynamics... These are some things that people don't know how to use that need more champions in the community.
Any takers?
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I've been following Ed's example, but Martin asked that I start a thread so that we can all standardize what we're doing with our cameras.
In my big, master project where I have links to all of my chors, I have a link to TheCamera.cam in my root _1_02 folder. I've been going through the chors and swapping out their misc cameras for TheCamera. TheCamera is set with the right dimensions and render settings. All I change in the chor shortcut is the name of the file I'm rendering to and the length of the chor.
Ed: Is that what you are doing?
Others: How are you doing things like this?
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I'm looking through the chors now. These were setup in a dark time, when the animators just went and pulled in whatever they needed and put them where ever they wanted. So, the various set pieces are not in any consistent spot from chor to chor.
Anyway. These scenes seem to have been setup so that wherever the set (either model I mentioned above) is placed, the actors were placed accordingly. We're hoping that the proxie and the final swap out without a lot of need for repositioning the actors (obviously).
As far as rendering goes, that's an area that probably needs to be looked at, as in what do we need to be doing at this stage so that rendertime isn't a cluster of reverse engineering chors?
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Thanks for looking at this Al. I agree that it should be fixed now so that when we start swapping models for renders, we aren't surprised.
Version 11 Interface
in New Users
Posted
the interface was not porting over to the mac version. Hash believes that both version should be the same, so the interface was restored.