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Stuart Rogers

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Posts posted by Stuart Rogers

  1. I would really appreciate why a G5 Powermac micro processor 2ghz Pc can not run Animation master 11.1 on an O.S OSX 10.4.8...What Am I doing wrong?
    When Apple created OS X 10.4 ("Tiger") they broke certain aspects of the system, which prevented A:M v11 working on it. It's not something you're doing wrong; it's not something Hash did wrong. Blame Apple.
  2. ... and on the website they only deliver in the USA
    They'll deliver anywhere. Shipping to the UK can be as much as $30, but at least delivery is usually quick - I've never had any problems getting it shipped to the UK. And exchange rates are currently in your favour...
  3. Also I read that only newbies render directly to quicktime. What is a good step by step process for rendering. I also see that everyone recommends rendering to .tga , why? How do you use it after its rendered to .tga?
    Rendering directly to QuickTime is fine for short, quickly rendering, disposable test pieces. Rendering to TGA is recommended for final render as it's a non-lossy format - which means that when you do create a compressed movie from those TGAs, you're starting from pristine images. Another reason for rendering to TGA is that should the rendering process be interrupted (power cut, cat throwing up on the keyboard, etc) then at worst you've lost one frame, and can restart from where you left off - if you're rendering to a QT file you lose the lot.

     

    As for creating a movie file from those TGAs... I coughed up for a QT Pro key, which lets you import a sequence of images and export using any of a wide selection of codecs. You could, of course, import your TGA image sequence back into A:M, apply it as an animated decal to a flat plane, point a camera at it, and render that out as a QT file.

  4. EDIT: And other thing that cross my mind... any hope to see something like brush painting over objects someday? I think that would be the most useful thing ever seen, and it surprise me that A:M have nothing seemed yet when all other 3D apps have it... or am (as I hope) I wrong? THANKS!
    You're in luck - check the Forums front page, scroll down to the "3rd Party" section. In there there is a sub-forum called "A:M Paint" which is for discussing a very new painting add-on.
  5. Aha! I'll start giving it a rest more often. Thanks.
    It could be a graphics card driver problem, one that only shows up under the conditions that occur when you leave your PC unattended for so long. It might be worthwhile seeing if there are any driver updates available on the manufacturer's website.
  6. Looming....not quite sure what that means. If it means what I think then it may be a nice way to "introduce" tinman.
    Well, it first struck me as a bit sinister. I think the plain, unchanging facial expression at this point emphasised this feeling.
    Originally the right arm moved with the body turn, but he's got a weight in that hand.
    Ah, I assumed he was gesturing to the seat with an empty hand.
    I was thinking about that smile. ... I kind of like it.
    The smile's OK, it's the timing of it that got me. It's almost as if there's a pause while he's thinking, "I'm sure courtesy expects me to do something here... ah yes, smile!"

     

    Somthing that Robcat's pointed out on a couple of his analyses elsewhere... Try softening the final eyelid position - Tinman ends the clip looking a little bug-eyed. I think the smile justifies the bug-eyed look, but only in passing.

     

    BTW I like the way you have him briefly looking at the offered seat.

  7. I'd like to pick up on a couple of points Robcat discusses in his last commentary...

     

    Robcat was a little concerned with the right arm movement leading into the first 'arm snap', particularly the time spent with the hand at the top of the arc and the direction the hand is pointing (towards the face) on its way down.

     

    I think Dhar needn't try to cut that top-of-the-arc time, but can use it in a moving hold to rotate the wrist so that the back of the hand faces the direction the hand will move. I think this would also help remove the 'sag' Robcat didn't like. At the moment that rotation takes place on the way down, which doesn't look right to me.

     

    The second 'arm snap', as Robcat says, has plenty of weight behind it. If Dhar thinks he needs more, maybe the right shoulder/torso should be pulled back a little at the end of the snap movement (with a little recoil after). Try acting it out yourself - your shoulder will move quite a bit.

  8. Robert, ... I want you to know that I got a lot out of your comments ... I and other people learn from the narrative, no matter what.
    Indeed! Maybe there should be a pinned topic acting as a central repository for these analysis movies - it would be such a shame to let such resources get lost in the depths of ancient threads. If there's a readily browsable library of such movies, the TWO animators would know where to go for inspiration (and over time Robcat won't find he's repeating himself).
  9. That's good - very characteristic eye/eyebrow movements.

    Three things stick out to me...

    * The initial upper torso movement towards the camera strikes me as 'looming' (maybe that's the intention).

    * The right shoulder is fixed relative to the torso, making the right arm gesture look a bit rigid.

    * The 'goofy smile' reminds me of so many uncles (but my therapist is helping me over that) and all of them could also have done without having a gap between the last part of 'seat' and the start of the smile.

  10. I think you guys are missing the point. You can have all the front face CPs in a line and still end up with ripples, due to the nature of splines.

     

    There are several solutions, using (in various proportions) peaking, bias tweaking, and CP positioning.

    The latter, for example...

    [attachmentid=21089]

    Or, if you don't mine a sharp edge around the flat face, peak the radial spline CPs around that edge.

    post-221-1159951804_thumb.jpg

  11. 12 glorious minutes of me going "uh....." while i scrub through the movie.
    I don't know if you think you're getting good value for money with Animation Mentor, but we're getting fabulous value for your money!

     

    EDIT: On your comments movie you mention Keith Lango's tutorial on 'snap'. It, and a few other gems, can be found here.

  12. Oh - my - god.... I'm turning into an animation geek! Channel 4 in the UK is currently showing an "animation top 100" programme, and they have just shown a clip of The Incredibles...

     

    ...and all I could think of was "I know exactly who animated that shot!"

  13. one question first... is the length of the clip the length the shot is in the animatic right now or is it intended to run longer?
    The length of the clip is the length it's supposed to show in the movie, right Rhett? (40 frames)

    I'm pretty sure it won't be any longer.

    I would make it a little longer, if only because the sudden ending of the action is jarring and distracting for the reviewer. (i.e. nothing wrong with the action per se.)

     

    It's looking good. However... The arm action strikes me as distractingly symmetrical. I realise the intended movement is symmetrical, but the arms seem to be mirroring each other exactly, in both time and space - try offsetting the key frames of one arm relative to the other. Maybe a little more snap to the hunching, and slight rebound...?

  14. But when I get to Extruding Splines ( example the car wind screen) I find I cant get the splines that make up the part to spread or curve evenly.
    I wouldn't use extrusion for the windscreen...

     

    I would lay down a spline that outlines the windscreen, concentrating along the top and bottom edges (as the greater curvature is across the windscreen). You shouldn't need many CPs. Make sure it lines up with the rotoscopes from all sides. Then add splines running from the top spline to the bottom spline. Add a CP halfway down each of these new 'vertical' splines, and connect them with a new 'horizontal' spline. Now adjust the CPs along this last spline to get the curvature you need - the magnet tool might be useful here. If necessary, add an extra 'horizontal' spline, but I don't think you'll need it.

     

    In this situation it might be best to try doing it with as few CPs as you can, adding CPs only when you really can't get the curvature you need, so some trial-and-error is inevitable. Don't expect to get your curves to ever exactly match the rotoscopes.

     

    For the windscreen, I suspect bias tweaking is unnecessary, except perhaps in the corners.

  15. Mine is too long I know-7seconds.
    On the contrary, I think you could have slowed it down somewhat. As the animator you know what's going on, so it seems a tad too slow; but as the viewer I need it spelling out to me, so it seems a tad too fast. But that's just me picking straws... everything else is in place - and I think Shaggy's sideways looks are a nice touch. Nice work.
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