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Hash, Inc. - Animation:Master

jakerupert

Craftsman/Mentor
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Everything posted by jakerupert

  1. Wow Jason great tut and a really nice plugin. Thanks a lot for enligthening me on this topic. Maybe you might want to edit/add the direct downloadlink to your first post? http://www.hash.com/forums/index.php?showt...ormalMap001.atx
  2. Hi all, I completly redid the Focke Wulf, I had found someplace and that I have used for my "propeller spin thread" . I also gave it a less martial more "Howard Hughian" look. Also added some poses for easy handling. You can roll , turn, tilt and steer the rudder, also retract the wheels and open the canopy. (see movie) Please feel free to take and use this model at your will. Maybe show us some testflights? Next I plan to implement John`s propeller speed technic as soon as I get a grasp of it. (Thats the propeller speed pose has to be filled up for, still nofunction) speed1.prj FockeWulfTest.mov
  3. Hi Steve, Frankly I have to admit, that I don`t understand that tutorial. Maybe you could explain it to me in some simple words? Also, how can I render a mov with the bones visible? Thank you!
  4. Happy new year everybody. For "good intention" for the the new year I plan to animate more, so here I am at a atarting point again trying to achieve some usable propeller spin.. I did an action for the FW-plane according to the wheelspinvideo-tut , turning quaternian to euler and adding 720 on frame 30 for two turns. So far so good. But the action doesn´T seem to cycle properly (see video) and second, I would like to have a poseslider or handle or such to turn up and down its speed. How can this be done? Any help anybody? I enclose my project file... PropellerTest.prj PropellerspinTest.mov
  5. Could you update the main movie as well, please? (addendum is working now)
  6. I get an errormessage here, not being a movie file. Can watch your pivot to grid tut though... Strange...
  7. >decal percentage is animatable so you can put it on a pose, hit on for no decals, off for them back or viceversa O.k. . thanks everybody for the help!
  8. >That switch isn't even visible if you've selected Final render. That was enough to tell me it didn't apply. In the toolbar you set decals or/and furr to OFF Then you choose , if you do a finalrender or shaded wireframe etc. Then you expect it to work that way. Since it seems to be not a big thing to program it that way (just puting the decals to "0"), it seems to make sence to improve AM in that way. O.k- there are that workarounds allright, but why don`t make things easier for the new users , that follow us? I don`t say, it`s a bug anyhow, but would AM rports be the right place to ask for such a feature request?
  9. >Decals don't add much to Final render time so turning them off may not be a big need. They can make a noticeable slowdown in real-time so that may be why there's an option to turn them off. that the switch off button is not working. Just a matter of continuity. Also in some cases, you might like to be able to render final without decals easily. Maybe a featurerequest for the future?
  10. Robcat thank you, your answer helped a lot. Though the sense of not being able switching off the decals in finalrender escapes me. You can turn off hair also. Is there any reason for this? >Are your normals all the right way? Could be weird spline continuity also. in the middle of the spline. But doesn`t seem to affect my final renders (except for toonrendering). So I can live with it.
  11. In doing some clayrenderings with the nullshader and the settings of Tralfaz I find , that though decals are switched off, they do render anyway. 15i on PC Is this some known issue? Should this be reported? Any workarounds? Oh well, please not deleting all the decals.... And second I find some black spots/lines mostly, where I used hooks. Is this indicating some problems for rendering scenes lateron? For the clayrendering I could live with retouching in Photoshop, since I only need stills for the time being.
  12. Tried Tralfaz great renderingtut for blueprint and clay rendering..... Here are the results.
  13. >Are you sure it doesn't render correctly? > And Yes a model that contains lights will appear all black until you render. >If you don't like seeing black in modeling mode - perhaps you would be better off if you added lights to your model as action objects in an action? ie delete lights from model, start new action with your model - then add lights to the action, position them, save action.
  14. Come on. None of you experts around here have some hints?
  15. you can avoid the white aura by making a sharp clean mask. AM will do the antialiasing for you...
  16. Hi Tralfaz, How did you make that wireframe with only the patches that are seen by the camera? By the way, nice Daffy Duck model, is it made with AM, did he has a thread around here? Sorry , for this slight distraction...
  17. I have one question regarding volumetric lights in a model: As you can see I inserted some driving lights, brake and directional lights directly into the model with light bones. By doing so, the model turned black in shadingmode. Does this mean the volumetric lights are always active? I tried to switch them off in a pose and in the chor I can see the effect but I am beginning to get the impression that the volumetric lights cost rendertime, even when switched off with the pose? Could somebody shed some light on this topic ,please? Also can I get shading mode colors back,even with volumetric light bones inside the model?
  18. There is a good videofile around here someplace (do a search) for BVH to TSM2. Guess this would be a good start for you.
  19. >Thats a new lesson I should learn I used mucky brass to make mine. Great style. I especially love your insects!
  20. Great improvements! You have come a long way in a quite short time. How do you plan to "use" this sexy chick? Do you have stories for animating her in the back of your head?
  21. >QUOTE(jakerupert @ Nov 27 2009, 04:52 AM) the model is "waterproofed" (thick doublesided bodyparts) because I inserted volumetric lights in it. I'm not sure what you mean by that. their respective directions. oops, was that more clear? (Homeslice, thank you, I found the attachment delete button.)
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