Jump to content
Hash, Inc. - Animation:Master

Stuart Rogers

Forum Members
  • Posts

    1,205
  • Joined

  • Last visited

Posts posted by Stuart Rogers

  1. 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.

  2. Or is there a way to get the computer to "know" that it is a mirrored surface that reflects?
    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.

  3. What would you keep in your personal space if you were made of tin.
    If he did have a dresser, I'm sure it would have on it a can of Brasso and some 3-in-1 oil. Maybe a set of hammers for beating out those small dents too. And a box of spare rivets. (Or are these too 'workshop' for personal space?)
  4. I always understood a 'Planet' as the primary bodies orbiting the solar center of a system (star or stars) that did not have an eccentric enough orbit to cause comet tails on them.
    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.
  5. thanks! it worked! ooh, by the way, have they come with a soulution to exception #33?
    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.
  6. i want to change a persons voice from a guy to a girls,

     

    can anyone give me some pointers, or point me towards a website that can help me?

    Female voices are typically up to half an octave higher pitched than male voices but there's a lot more involved. So, solving your problem depends on the source of your guy's voice - if you already have the guy's voice then pitch shifting is all you can do, really, but if you haven't recorded the guy's voice yet and have some control over how things are said, then there are things you can do. For example, female voices are generally a lot softer than male voices, sometimes a lot 'breathier' (think of Marilyn Monroe). Choice of words should be considered too, as well as inflexion. Females tend not to swear as readily as males. Google for such things as "difference male female voices" for more hints.
  7. I suspect this is a 'normals' problem. Each patch has a front side and a back side. Hairs and other particle systems emit from the front side. Most of your patches are facing outwards, producing hairs. Some patches are facing inwards, which produces ingrowing hairs - the little dots on the bare patches suggests this - they're the roots of the hairs.

     

    If you look in the Tools->Options panel you should find an option to "show normals" - turn this on. It might be useful for this to turn hairs/particles off. In the show normals mode you get a single pointy hair in the middle of each patch, pointing out from the patch's front.

     

    Select any patches that are facing inwards and flip their normals (in the context menu of the selected group). Once you're happy all your patches face outwards, turn off normals and turn hair back on.

     

    Of course I could be wrong about all of this...

  8. I much prefer the shaft of light in the previous versions - they look a lot more natural. I wonder if this vertical light might give problems seeing the characters talk when long shadows of noses/foreheads are covering their mouths.

  9. First buy a really really big freezer...
    Oh it doesn't have to be all that big. A few years back I came across a web site describing an experiment that put a 25MHz 486SX machine inside a domestic fridge-freezer and managed to cool it enough to crank the clock speed up to 247MHz.... (link)
  10. I also created a side by side comparision to the 3D Studio Max version.
    One thing I noticed the other day, which is obvious now you've shown them side-by-side, is how the original 3DSM version doesn't have the mapping quite right - it pinches at the poles a bit. If you look closely you'll see some of the white spots on Jupiter's northern latitudes are stretched north-south - in reality such spots, if they vary from the circular, stretch east-west due to the prevailing winds.
    One thing I noticed is that the size of Pluto is different between the two. I have 1,180 km for the radius of Pluto.
    I found the figure of 1195km quoted on NASA's web site, and 1132 km elsewhere. Most quoted figures have errors of +/-20km. Stick with the value you have. I would check my old univertsity text books (I have a BSc in Astronomy & Physics) but they're waaaaay out of date.
  11. I use scotch brite pads ... this obviously helps keep dust off most of the inner workings of the computer
    My PC used to sit on the floor and it used to get a bit dusty (but not too bad given that the floor was carpeted). My PowerMac has always lived on my desk, and that's almost as dust free inside as it was when I bought it two years ago. So, if you can afford the deskspace...
  12. The specular highlights (while looking pretty nice in the small image) seem to be a bit much in the larger images. Thinkin more about it... it's probably not the highlights so much as the refectivity on the skin.
    But I bet it picks out the skin texture really well when it's animated!

     

    Nice work

  13. Well... here I am again... latest WIP is a full flythru video...
    Wow, that's quite a tour!
    1. VERY Shakey camera pass, pluto model and orbit spline shakey/breaking. Some of the orbit spline problem can be seen on Uranus's orbit as well. (I believe it's due to limitations of A:M's precision. Don't know if this can even be fixed. I may just have to live with it or try to make a work around.)
    I wouldn't be surprised if this really was the case. Many years ago I wrote a program to simulate n-body problems with objects on an interplanetary (and, ultimately, intergalactic) scale, and I found that I couldn't work with 'normal' measurement units as it would always end up with rounding errors, overflows, and underflows - I had to use, for example, 10000km as my basic distance, and mass in terms of milliEarths, and time in hours to keep the numbers sane. This, of course, meant I had to redefine the gravitational constant too.

     

    If precision is the problem here, scaling the whole thing down might help, but I suspect it might not. If not you might have to resort to compositing a render from a scaled-down 'orbit lines only' choreography with a full-scale 'planets only' choreography.

  14. I have no Idea Why I'm having this problem. For a while I was rendering HDV shots and SD shots no problem. Now when I go to render a shot it gives me "undocumented error"

    When I go to play the file it states it is corrupted.

    First things first... If you can create a small example project file for which this a repeatable problem, consider going to A:M Reports to raise a bug report.
    It Will still let me do Low rez shots just fine just not the high end shots.
    Does it do it for all final file types? For example, if you've been rendering to a movie file, does the same thing happen when rendering to individual TGA files? If so you'll at least have a workaround. (And if you've been rendering to TGAs, does it fail for movie files?)
    The video card is kind of weak but that shouldn't matter on the final render right?
    If you're trying for Final Quality, then no. (Out of curiosity, do you get problems rendering to file for other-than-final?)
    Is it just a bad load and I should try reloading the software?
    I've never had an occasion in which weird glitches like this were solved by a reinstallation, so I would hold back on that for the moment. Have you tried rebooting your PC? Every now and again even hardened A:Mers start weeping about strange problems that simply go away after a complete system restart.
    Is it the athlon because it doesn't have the hyper threading needed for graphics
    Hyperthreading has nothing to do with graphics - your Athlon will do just fine.
  15. Is real red the preferred color? Anemic red? Purple heart red? Coppery red? Maroon red? Green moldy red?, Plain ol' red with no pattern?
    I like them all, but I would go for a colour combination that clearly sets the cylinder part off from the cardioid part. The cardioid curves in all dimensions, while the cylinder doesn't, which suggests to me different engineering principles behind their design, so I suggest maintaining that difference in colour and texture.
    Any preferences in bump patterns?
    A little suggestion, regardless of the bump pattern you choose... Put a non-bump border around the bolt hole and around where the pipes enter the cardioid, to pick them out. To my eye, for some bump maps, these features get a little lost in the detail.
  16. If the replacement model has the same rig as the original, and is of similar proportions, then it's a piece of cake - each instance of the model in the choreography has a pointer to the model definition, and changing the pointer to point to the replacement model is no more effort than choosing the replacement from a pop-up menu.

     

    If the replacement model has the same rig but different proportions, some tweaking of keyframes might be necessary, but it'll typically be fine-tuning rather than wholesale changes.

     

    It appears to me that the keyframe channels created in the choreography refer only to the names of the corresponding items in the model definition and not anyunderlying mechanism. So, if both the original model and its replacement hava a pose named "extend tentacle", the pose will still work even if the models differ vastly in how the pose works. And if the replacement model doesn't have a pose with that name, the channel created using the old model will simply be ignored for the replacement.

  17. I am struggling to get the knobs to show up, played around with the surfaces diffuse falloff and specular size but nothing seems to work they just look like black dots
    Don't make them quite so black.

    If you haven't done so already (it's hard to tell from these images) I suggest you bevel the edges between surfaces - instead of a sharp angle between the side of the knob and its end face, put in a curved edge. Very few edges in real life are infinitely sharp. Such a bevelled edge would improve the chances of catching specular highlights.

    Also, consider adding knurling to the sides of the knobs (a serrated grip, if you like). Again, this would help the knob catch specular highlights. The knurling could be done as modelled splines, or a bump map, or as a displacement map.

×
×
  • Create New...