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Stuart Rogers

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Posts posted by Stuart Rogers

  1. Here is it, folks. Eight more seconds of action-packed "guy picking up an umbrella" footage.
    Woo-hoo!
    The umbrella is, of course, part of the Ebon model.
    An interesting approach. Here's how I would have done it... I would make the umbrella an entirely separate object. For those scenes in which the umbrella stays in Ebon's back I would create an action with the umbrella as an Action Object. For any other scene I wouldn't use the Action, but add a separate umbrella to the Choreography and constrain it there. That way it would be no problem transferring the umbrella from one character to the other.
    Once it lands on the floor, Monk needs to pick it up, so I switched his hand to IK and constrained the umbrella bone to his IK hand bone. That seemed to work well, but naturally as soon as I transitioned back to FK, the umbrella slipped away, so I ended up having to constrain the IK hand bone to the FK hand bone to allow for for proper FK animation.
    Of course, if you'd used my (unreleased, ever-evolving, never-to-be-finished) rig, you would attach it to the geometry hand, which blends from IK to FK quite smoothly.

    EDIT: I see you've just addressed that in reply to KenH.

    The end result is what makes it all worthwhile, though. It totally looks like Monk is picking up that umbrella. He picks the hell up out of it. It was so worth the week I spent on this.
    It looks good!

     

    Things I like:

    * The new 'acting'.

    * The detail of the scar in the palm of his hand.

    * The design of the room - the interaction of light and shade is particularly apparent in this shot.

     

    Things I'm not so sure about:

    * The sudden movement of the camera at the end. I realise you're trying to give a sense of sudden surprise from an "almost POV" shot, but I found it jarring. I wonder if keeping it moving slightly during the head shot might be better - I find accelerating from a slowly moving shot easier on the eye than from a static shot. YMMV of course!

     

    One question: how long are those strides? He does seem to take a lot of steps to cover that distance.

     

    This is really excellent work, and I look forward to the next clip.

  2. That's a lot better!

     

    The background hills look quite bright where seen through the front and rear windscreens. I'm sure this must be due to bright sky reflections adding to the transmitted light. I'm not sure what to suggest to fix that - as it is I'm feeling guilty for picking holes in your work when I know I wouldn't have the patience to get it looking this good myself.

  3. I can't review the clip at the moment but if you are refering to the tip of the wings, bending and becoming more opaque, that is caused by 3-point patches. I will be replacing the wings and will avoid 3-point patches unless they are very discrete and flat. If you are refering to the effect created when the wings overlap in the view I agree that it needs some work. It looks like it might be an additive effect.
    Yes. If you single-step through it then you'll see that on odd frames where a wing overlaps an arm or a leg, the semi-obscured part of the arm or leg goes very bright and uniform. It also appears on some frames of wing-over-wing. It's not on every such frame - it looks as if it happens when the offending wing is square-on to the camera.
  4. The gold reflective mat is called meylar (i think).
    It's 'Mylar'. We used to have a stock of it in our lab - our remote sensing department used to use on occasion as they were involved in satellite instrument calibration. When our branch secretary retired we wrapped her leaving presents in Mylar (we were in a hurry and couldn't find any wrapping paper in time) making the wrapping far more costly than the contents.
  5. The clouds moov a bit on the fast side (but hey, this is only a test). If the clouds are actually moving with any appreciable speed, it might look more convincing if you have some morphing of the clouds as they pass by, as what happens with differential wind speeds (wind often varies in both speed and direction at different altitudes). However, if the plan is to move the clouds relative to the moon to get a parallax effect, then don't bother.

     

    The moon gets appreciably brighter when passin behind the clouds, which looks wrong to me. In general the ice crsytals in the cloud will act to scatter light, which would reduce the direct illumination.

     

    Otherwise... I do like those clouds - they're nice an wispy around the edges.

  6. I like the more saturated colours - it makes much more of an impact. Excellent.

     

    The front windscreen still looks too clean. How about adding a dirt map outlining where the wipers have wiped? You'll probably need transparency, diffuse, reflection, and specularity maps for that (that soundds a lot but you can derive them all from one master map).

  7. This makes it so that it's impossible to connect another spline to them and have the two merge into one spline.
    I've seen this. It usually crops up when I'm reworking splines that have been previously joined together with the shift key held down (so that smooth flow from one side of the CP to the other doesn't occur (on purpose, I might add)). It's as if the CP retains that mode even when detached from that connection and reattached to another spline. Or something like that - it's one of those things that hasn't happened often enough for me to clearly understand the problem, so I've yet to file a report on it. (I last saw it on v12.0 but I haven't done enough modelling in v13.0 to see it again.)
  8. That's a nice running-in-water action. The ripples and water droplets look good - hopefully you'll be able to get them together, along with lots of much smaller ripples for the drops that hit the surface.

     

    I think you have too rapid variability in the mist at the bottom of the waterfall, though.

  9. I could not get the emitter itself to not render. It is turned off and does not show in the Chor but no matter how I rendered it, it would always be there.
    The visibility control in the chor is a convenience to reduce clutter while you're working in the chor. Have you tried setting the emitter's transparency to 100% in its surface properties?
  10. ... but they all look far too "showroom clean" for the location. A few dents, scratches and scuff marks would have worked very well.
    Hey Stuart .... You are one of my heroes in A:M... and i agree whit all your comments I should dirt scene before send it .... to redo the texture and render again would take another looooooooooooooooooooooooooooooong time .....
    You're obviously confusing me with a Stuart who has some talent. Time constraints also stopped me from adding all the grime to my robot too. No matter - he's due for a service complete rebuild.
  11. render time = 98h 22m
    Wow! None of my animated movies have taken this long to render, let alone a single frame.
    comments are welcome as usual ....
    I'm a bad loser, so I'll pick a few holes...!

     

    I really liked the brickwork. Even though the wall was square on to the camera, it still looks like it has some depth to it. I like the way you added some variation in the shapes and textures of the planks. The rusty pipework looks good too, although the rust effect was a little too uniform. The robots and their equipment didn't really work for me - the soft reflections are very, very nice, but they all look far too "showroom clean" for the location. A few dents, scratches and scuff marks would have worked very well.

  12. There are several possibilities. You could put a step change in your camera's position to do thte cut, which would allow you to render the entire animation, cut included, in one session. A variation on this is to set up various cameras, one for each shot, and then constrain a master camera to each shot camera in turn. Or you could set up one camera for each shot, render each of these out separately, and then stitch them together in an editor of your choice (A:M can be used for this too). The latter is my preference as it means I can decide the actual moment of the cut at the edit stage, with the flexxibility of being able to fade from one shot to another over several frames.

     

    So it comes down to: do it how you want to do it!

  13. Whenever I exit the program I get the following error:

     

    /Applications/Animation Master 13.0/MasterPrefs.ini was not found

     

    I've checked and the MasterPrefs.ini file is definitely there, i've got read+write permissions on it and i've even done a repair permissions on the disc.

    I haven't installed V13.0c yet, so this is a random stab in the dark... Compare the spelling of the MasterPrefs.ini filename on disc with the spelling in the dialogue box, and correct it if necessary. Not so long ago I came across a similar message (not sure if it was A:M or not) and the the file differed in that it used a different mix of upper and lower case characters.
  14. I am kind of new to animating, so here are a couple of shaded wireframes.
    So far so good. You've kept the patches nice and square and regular, which usually helps keeping your surface smooth. You probably have more splines than you really need - I'm thinking in particular of those along the length of the upper beak - but I certainly wouldn't suggest you re-do what you've done so far. High spline density can be awkward to keep smooth when animated, but as beaks are rigid you have no problems here. And a coating of feathers will cover up a multitude of sins!

     

    Keep it up - this is a good start.

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