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Hash, Inc. - Animation:Master

jimstein

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Posts posted by jimstein

  1. ypoissant: If you write more about fresnel I will sure read it! You just told me alot of new things I had no idea about. This thing about homogenous material - Do you know any papers on covering this on the internet?

  2. It bet on it will be very simple configure. Probably you can set the Minimum Glancing Angle, a refraction index, and how many percent you like to boost the reflection/transparency/diffuse/luminosity or what ever hash has decided to support.

    But if it is a real fresnel equation you only will be able to adjust percentage on specular and reflective polarization. together with the refracion index.

     

    I am in any case very excited!

  3. Great KenH!

     

    Will they also load in the latest verion of AM? (even 11.x) I know that my old stuff from version 8.x dont load with bones or textures in the newer versions of am. <_<

  4. I concur with you Richard. Separate passes for highlights and shadows and so forth would be more useful. The Hash implementation is a bit different from any other package. A|M deals mostly with moving lights around, shaking the cammera - that will makes motion blure more realistic.

     

    As for Beowolf, it is a very older piece. To get more info on it go here:

    http://lib5.leeds.ac.uk/rlists/medieval/medv5250.htm#beow

     

    As for The 13th warrior – the funny thing is that the Vikings in that movie speech in several dialects that exists all over in modern Scandinavia; Norway, Denmark, Swedish. It sounds terribly funny to hear them collected like that.

  5. I got the new upgrade this week. There are not many actor models at the new 2004cd actually, compared to my old 2000cd. Maybe hash only want to include a few top quality actors?

  6. Randy: Copy and pasting is always two operations plus some unnecessary navigation. It will never be as fast or efficient as simply key framing =) I saw that demo, it was well performed – it is a method that works - but I was not imprested, it is simply what you have to do if you only have automatic key framing.

  7. Right. A|M has no patch extruder but it can extrude edges. So by creating a hole and then selecting the edges and extruding them it works kind of extrude. But sure… there is a need for a real patch extruder. To spend the rest of our days by closing this holes in the surface is not that fun.

  8. Nope. That is not a good idea. One thing about that is that I would overrun my current keyframe with the new one.

     

    To understand what I am talking about look at this:

    Learn to walk in Minutes

     

    I am used to work in Lightwave3d. And to animate without the automatic keframing is a nice option in that app. You know what channels are keframed before they are created. In any case does this automatic keframing tend to create more keyframes then what is really needed. I just don't feel I have the same predictable control anymore in A|M.

  9. I would like to see some method to turn off the automatic key framing. What I want is to be able to move the bone and then decide on what frame the key will be stored. A nice place to implement this would be on the advanced dialog { <SHIFT> + Force Key button }

     

    This would save some time when doing walkcycles.

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