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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Everything posted by Fuchur

  1. With a few exceptions... I am often using rendered images of for example a blood-cell as a sprite-image-sequence. That is not exactly the same, but it offers a great freedom while being much faster than rendering 5000 blood-cells as 3d objects or so. For such things it is useable, because in general they have their own, randomised motion, which is often quite fast and if you set up a random offset for the imagesequence, it looks quite well. See you *Fuchur*
  2. Being second or something does not mean that you lost... second best is still extremly good. See you *Fuchur*
  3. An open library that is used to multi-thread different tasks. (meaning using different cores at the same time). It is already in use in A:M and can be activated / deactivated in the option panel of A:M v16 for certain tasks like particle-systems, etc. See you *Fuchur*
  4. You deserved a break. OpenCl, that's some sort of GPU computing thing...that sounds like some new wonders are on the way. OpenCL is the more open version of CUDA (only available for Nvidia). > GPU based computing, for certain tasks it can be much faster than the CPU. We will see when it can be used with A:M. It is all in a very early state and it needs some serious coding to get that into A:M, if I understood Steffen correctly. v17 is still quite far away, so be patient. See you *Fuchur*
  5. Do you own A:M v16 or a smaller version? If you own v16: A:M Netrenderer If you own Windows: Just start A:M several times and set up the renderings manually. Mac: Copy your A:M-App-Folder several times and start it from each folder. Than set up the renderings manually. *Fuchur*
  6. Do you own A:M v16 or a smaller version? *Fuchur*
  7. Best wishes Paul! See you *Fuchur*
  8. You imported it as image, not as image-sequence. Please import it clicking Right on the folder "images" and choose "Import Image Sequence". Then click on the first image only and click import. Best wishes *Fuchur*
  9. Just a note for people who are little bit into that kind of stuff: A:M will have to use GCC 4.2 (a compiler-version) because Apple decided to no longer support 4.0. So to still offer a Mac-version of A:M, Steffen had to make this step. 4.0 can't use the same codebase as 4.2 and so Steffen had to step to the next version or always write things two times. -> Extremly annoying, extremly danagerous bugwise and nearly twice the time to complete something. See you *Fuchur*
  10. Very cool characters Keep on rocking! Best wishes *Fuchur*
  11. Hi Spleen, nice set . You may want to think about beveled edges on the stage. The edges are very hard now. See you *Fuchur*
  12. For a screencapture-tool, have a look in my signature "How to make a video tutorial". It is a little tutorial that provides you with a quite easy and free workflow to do that. See you *Fuchur*
  13. Are you aware of the option "Recall View / Position" of a stamp? That one could help you very much with your problem, if you ask me, especially if you use Actions to texture your model in and keep them till you really don't need to retexture anything. (or never delete them). See you *Fuchur*
  14. Hi Kombowz, 1.) Make a group only containing the Splines you want to render that way. 2.) Set "Render as linie" in the Properties for it. See you *Fuchur*
  15. Have a nice and fun birthday! *Fuchur*
  16. I've done some modifications on him since I last posted an image (hopefully, for the better)...I'll be posting updates when I get that far. And I have to say: Damn he is great See you *Fuchur*
  17. "Interlaced" is no longer common, but it would never be a problem with your animation at all. All animation-output is progressive at first and be transformed to be Interlaced afterwards, but since you are not using such a setting, you shouldnt get that. It was necessary to get all the informations (image and audio) transfered with relatively small bandwidthes which have been a problem in the early days of TV. Today the available bandwidth is higher, the codecs used to transfer the data is better and there is not a high delay in creating the image on the screen as there has been on old TVs (LCD / TFT vs. CRT). Some cameras may even today with HD-resolutions give you an interlaced output but that doesnt effect you in you animation as long as you doesn't use film-material in your animation. See you *Fuchur*
  18. What is your AO resolution-setting in the rendering-options? (not quite sure what it is called right now. You can find it by clicking on AO in the rendersettings. Under AO you will find a setting which is very likely at 30%. Setting it to a higher level should minimize the patterns on your model but will increase the rendertimes. See you *Fuchur*
  19. I'd say, if you need it, write it down somewhere. I don't see any advantage in writing it 100 times at different places in the interface and making the interface less fun with that, because it gets such a technical look to it. In the end, it is not important anyway. Many 3d-animation-packages are not even having units like cm or inch. They just say 1 for one imaginary unit. It is always the proportain that matters, not the real unit. If a human is 1 (whatever unit) than a pencil should be about 1 / 15 (whatever unit) of him. See you *Fuchur*
  20. In general, if I am not wrong, you are using the wrong setting. If we are talking about sprites: There are two possibilities to animate the velocity (and most other things): - by the Sprite Emitter > no percentage value but a number for inital velocity. - by the Particle System > percentage value of the underlying emitter-value. The cool thing about the Particle System-properties: You can control many different sprite emitters without having to manipulate every single emitter-property by itself. That would be much more redudant for lets say a Particle System with 20 emitters. The percentage-value of the Particle System is based on the Sprite Emitter below it. An example: 1. Sprite-Emitter > Initial Velocity = 100 2. Sprite-Emitter > Initial Velocity = 200 /////////////////////////////////////////////////////// So animated that would mean: > Key 1: Particle System > Initial Velocity 100%: Absolute: 1. Sprite-Emitter > Initial Velocity = 100 Absolute: 2. Sprite-Emitter > Initial Velocity = 200 > Key 2: Particle System > Initial Velocity 50%: Absolute: 1. Sprite-Emitter > Initial Velocity = 50 Absolute: 2. Sprite-Emitter > Initial Velocity = 100 ////////////////////////////////////////////////////// I can't say which unit this "100 / 200" is so. See you *Fuchur*
  21. Activate lensflairs and position them behind the wall and see, if they are not shining through. See you *Fuchur*
  22. Hi Nancy, very nice animation... you may want to add a bit of motion to the tail of you lover-lion so... it looks a bit static because it doesn't bend in itself. But I really love the hairmotion and the renderingquality... looks great! See you *Fuchur*
  23. Happy, happy birthday *Fuchur*
  24. It will be less, lets call it "playfull", than the one available now, don't worry, but it is still not looking that clean, that non-pro-users will be forced away. I think we found a nice compromise and it is anyway a great improvement compared to the webpage available now - both optical and from the informative point of view. One of the most useful features is, that it is much easier to extend and refresh from time to time. It is nearly complete, so when A:M v16 final reaches daylight, the new webpage will be brought online too. Please be patient. See you *Fuchur*
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