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Hash, Inc. - Animation:Master

jakerupert

Craftsman/Mentor
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Everything posted by jakerupert

  1. >Does the problem appear in final render as well?
  2. I put some cookiecut decals on two patchplanes and get some artifacts as the cookiecut doesn`t seem to be completly transparent. I have checked the normals o.k., alphachannel is on in the tga decal. Any possible explanation, what might cause this and some help woould be highly apreciated. Win 15f
  3. When I want to cut a simple hole, I just use a spline which creates a fivepointer on one side and a hook on the other.
  4. >- Add transparency to the color map. (This can be done by cutting a checkerboard pattern out of the color map allowing the underlying image to show through) Could you post an example of this please? I was believing, that when I put a bumpmapdecal onto the model and later down in the hierarchy create a group with a procedural color, that this would ly ontop of this bumpmap and then provide the color. I also dont quite understand why colormaps and procedural mat-colored groups are handeled differently in this respect. But it seems to be the easiest aproach then, to just add a colored decal to the bumpmap, like I finally did in my posted example.
  5. Found it! Seems, I just dragged the image on top of the model without applying it. That leaves just the question: Also: Can`t I add a color by adding a procedural material? Seems then that the underlying bumpmap just keeps the groupscolor grey. LippsBumped.bmp
  6. Again run into trouble with decaling this time with a bump map not showing up. All is o.k., when I apply it planar in model window, but when I add an image in a flattening pose relationship, the bump is not showing up neither the colormap . Also I canot change the order by dragging the decals around. What can I possibly do wrong here. Also: Can`t I add a color by adding a procedural material? Seems then that the underlying bumpmap just keeps the groupscolor grey.
  7. See picture please xx.bmp
  8. Just select all and hit the p key, this will peak all the cp`s, o will do smooth again. Happy splining Have a look at the primitives that come with AM; there is a beveled cube there also.
  9. Try TSM 2 for your rigging...
  10. Rightclick your modelwindow and go to info, there you get the patchcount of your specific model. My expirience is that patch counts up to 10.000 are quite good to handle. From at least 15.000 up I start to split my model into different parts and assemble them in an action or chor. (Obviously that has nothing much to do with your system (besides of Ram maybe ) but with the way AM treats models, actions and chors differently. In actions and chors you can handle a very large amount of patches. Also make sure, that the "show particle/fur button is not activated.
  11. How are the rendertimes? Would this be suitable for animation?
  12. I see you experimented sucssesfully with Nancys tips on ligthing. Looking great. Can you clarify what`s all in there?
  13. QUOTE(jakerupert @ Jul 2 2009, 08:05 AM) While trying to change the order of my poses in my model, I encounter some difficulties: I can move and change the order of the relationships in the relationshipfolder, but that order doesn`t get adopted in the pose- and the properties windows.I wouldn't' expect that to work. QUOTE I can`t move the poses there up and down also.I've always had to drag a pose to the top of the list to re-order. It's a bit like the "Towers of Hanoi" puzzle. Arbitrary re-ordering doesn't seem to be suportted. Thank you for the help. QUOTE And least I can`t create folders for the poses as well.(Do I have to create them all at starting time?) you should be able to create them anytime. Did you in the User-Props to do this?
  14. While trying to change the order of my poses in my model, I encounter some difficulties: I can move and change the order of the realationships in the relationshipfolder, but that order doesn`t get adopted in the pose- and the properties windows. I can`t move the poses there up and down also. And least I can`t create folders for the poses as well.(Do I have to create them all at starting time?) Seems to be a "specialty" of that certain model. I dont want to start it all over new though, because everything else is working fine and this is just some kind of "beautyfault". Is there any special kind of trick to overcome this kind of stubborness?
  15. Stunningly good and also a bit intimidating, because it shows me once more, how much there is still to learn before reaching such level.
  16. Hier are some little iconanimations I did for some selfpresantation of some coaching guys. Which one do you like better: The toon or the final version? FakeRimLightMatmovie.zip FinalMovies.zip ToonMovies.zip
  17. >It looks like they are supposed to go through those holes in the top tube to hold the cap on... Maybe the perspective of the top is a bit irritating.
  18. This is for some manual how to assemble this kind of lantern. Rendered once final and once toon then multiplied together in Photoshop. Comments welcome
  19. >It's the most recent that David Rogers has written. I haven`t seen him around here lately and his website is somehow outdated. I would be glad , if he would continue his very valuable books.
  20. Netrender that was a "discreet" option you could get together with a hardwaredongle only by directly contacting Hash-support for a very reasonable price, I dont remember exact numbers though. I mean to recall that Martin no longer wanted to support that option , when websubscripton was started, because of too costly maintainance and technical support. Best ask support@hash.com directly, if it`s still available. I suppose it will be available for older versionnumbers at least. I think its still in use by Hash themselves for rendering SO.
  21. Thanks a lot!
  22. >As a workaround for now , embed all lights into the model . As a positive sideeffect, I did the lights external as actionobjects in four different actions 1. drivelight, (front and backlight) 2.brakelight 3.right directionallight 4.left directionallight here`s a testrender no multipass... VespaTest190609.mov
  23. >Ease. If your action doesn't have "Stride Length" use the Ease to repeat, crop, accellerate any action as much as you want. I turned OFF "Has Stride Length" in thom's walk action here. The ease channel wont' appear if it is ON. If your action has to have stride length (like a walk cycle) , then use the ease in the path constraint instead. Thanks a lot. Sometimes you dont see the wood, because of too many trees (german saying) Safed me from my clumsy workaround (having one extra action for each blink (silly me))
  24. As far as I know nothing... it is not a notice or something. Just the standardicon for Actionobjects. *Fuchur* For me a questionmark would suggest, that something is missing, wouldn`t it?
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