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Hash, Inc. - Animation:Master

Stuart Rogers

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Everything posted by Stuart Rogers

  1. I think he said it was a zoom blur, which is slightly different (although for such a subtle blur we probably wouldn't be able to tell the difference). But even a zoom blur would be possible in A:M by making a short animation in which the camera moved forwards a little, with motion blur turned on. Seconded.
  2. That's really nice. Do the arms have joints midway down the forearm? It looks like it in a couple of frames - when he getures with his right hand as he says 'sleep' - but it could be the result of splines flexing as the wrist bends. Either way, it looks nice and fluid. The guy's surface properties are almost like clay - the only thing missing are your thumb prints.
  3. How peculiar. I never had that problem with v11 (or any other version).
  4. By default A:M renders the first one second of your choreography. This can be changed in the "Frame Range" setting in the render options panel that pops up when you select Render to Disc. To render a single frame, set the start frame and end frames to the same value (0 for the first frame).
  5. This is just a guess, but I'm going to say yesI think I smell the faint whiff of revenge...
  6. Or leave the legs stiff and put the compression in the spine. Some belly jiggle would probably work well too.
  7. Like you I never used to use the Timeline. However, these days I use it extensively if I'm doing a lot of detailed work on one object - I get the Timeline to show the object's Chor Action Bones folder, and then I lock the Timeline. That way the object's bones are quickly available and I can quickly return to it should I want to briefly adjust some other object via the PWS.
  8. First of all, open up the Tools->Options... panel. In the Global tab, tick the "Show property triangle" check box. Close the options panel. Now, in your choreography, click on the action that you dropped onto your model. You should see a little triangle appear to the left of the action's "Shortcut to..." label. Click that triangle - it should reveal such things as the Repeat value. That's all you need to adjust.
  9. Try taking the receiver's bone (the intended target of the kinematic constraint) out of the cord's hierarchy of bones.
  10. It's interesting which details catch people's attention. The eyes didn't grasp mine at first, but the subtle finger movements really did (check out the hesitant move to pick up the apple). And the transfer of objects, such as when she put the knife down. And the teddy bear's acting is gorgeous...
  11. If you're using A:M on Windows you have the option of using DirectX or OpenGL rendering (you can select this in A:M's Options panel). Try switching from whatever you're using to the other - that often cures such problems.
  12. By that token, Earth isn't a planet because it hasn't cleared the Moon from its orbit. And Jupiter isn't a planet because it shares its orbit with dozens of Trojan asteroids which it hasn't cleared, and probably never will given that they occupy the L4 and L5 Lagrangian points. It'll all end in tears!
  13. That occurred to me too, and I now learn that some IAU members are up in arms over the new definition because of anomalies such as this. Given that they're trying to make arbitrary classifications over a smooth spectrum of objects, I think they're on a hiding to nothing - whatever definition they use there'll be something that doesn't quite fit.
  14. Ah, I mis-read you. No, I haven't used it yet, but I can see how it could be very useful for creating fine detail - especially for those of us who aren't so handy with Photoshop! (I think we're wandering off-topic a bit here...!)
  15. Not yet, but it's only a matter of time - I'm really impressed with some of the normal map work some people have produced here.
  16. Yes, and the bump (not normal) comes from the material - I should have exposed more of the various settings for the screen shot.
  17. I don't use booleans very often, but in the right situation they can save you a lot of work. Here's my quick and dirty attempt at a brake disc using booleans... [attachmentid=19993] ...and the zipped V13 project file: [attachmentid=19994] Notes for this project: 1. All the boolean cutters are assigned to the BrakeDiscHoles bone 2. The BrakeDiscHoles bone is a child of the BrakeDisc bone so that the holes move with the brake disc 3. The material on the face of the disc show that the holes don't take on the attributes of the surface they cut into. Rather, they take on the attributes of the boolean cutter surface 4. The boolean cutters are closed on all sides - there aren't any holes in them. BooleanBrakeDisc.zip
  18. That's not cheating - that's knowing what you can get away with! There's little to be gained from building it all from one continuous mesh when you can accomplish the same thing with separate pieces in far less time.
  19. That's pretty good for a first model - I like the spokework on those wheels. If you post a wireframe or shaded wireframe render you might some hints on your spline work, but given how smooth your surfaces are it looks like your splining is OK.
  20. In your model, select those patches that you wish to be reflective. This will create a group called 'untitled' (you might wish to rename this group for better identification). Just as you can set a group's colour (see TAoAM's "Group Colour" (page 84 in my copy)) you can also set reflectivity. You might not notice the reflectivity when you render in the modelling window as reflectivity needs something to reflect to show up.
  21. It's not the eccentricity of an object's orbit that gives rise to cometary tails. Comets create tails because they're not massive enough to retain ejected material. Far out from the sun the comet is cold and lifeless; as it closes in on the sun it gets warm and starts boiling away. You could put Earth on a highly eccentric orbit and it wouldn't generate a tail because the Earth is massive enough to hold on to its dust and gases.
  22. That is stunning. Absolutely stunning.
  23. By default (I think) A:M Reports will e-mail you whenever your report gets updated for any reason. Keep an eye on the AM v13.0 forum as each release gets listed there along with a list of bug fixes.
  24. Ooh that's really nice! I do like the way the posture, the motion blur, and the cloud line draw attention to the unblurred face, which in turn has a strong expression with lovely lighting/shading. Nicely understated text too.
  25. This is nicely demonstrated in a very recent photo from the Cassini space probe currently in orbit around Saturn.
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