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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. David beat me to it.
  2. Looks great Nancy.
  3. As David suggested, the model bone is hidden in the pose "Show Non-Animating Bones". Delete the model bone from the relationship and everything should work fine.
  4. Cool!
  5. GI Thom!!! This looks cool, but I would render it with real or fake AO.
  6. It looks as though you have the "ambiance intensity" set to 50% in the chor. I would check that, if I were you. I did a test render at 50% and got the same results as you.
  7. Looking forward to it. As Matt said, your render looks dark. Was that in v16? If you compare it to the image you posted in the download thread, it's not the same.
  8. Looks great, Mark!
  9. Why not exactly like the "Bus Stop"?, but with less restrictions (camera moves). A premade set is made available to participants, then the animations are all edited together and viewed as a whole. Then a "surprise" winner is picked by either voting or maybe the hash fellows.
  10. My intent was not for Lara to be attacked, but keeping them at bay. Though, Robert may want to see her attacked.
  11. Retextured some trees from the A:M cd and added fur to the tigers. I'm not that happy yet with the fur, but it's not too bad.
  12. Nice job Jesse.
  13. Thanks guys.
  14. Thanks Nancy. I'll see what I can do about looking more intense. Still alot to do on the set though.
  15. Here's the start of the new set and rendered in the scene.
  16. Robert, I sent you an e-mail with dropbox links to the files. If these do not work for you, I'll send you the project files.
  17. For the EXR shadow pass, I know I don't need the shadow only stuff. I am already rendering a color alpha pass, which I need the occlusion of the ground casted on the bus, but the ground to not render. Your way I would need 3 renders, my way should only needs 2. Don't forget, I have 2 bus animations, that would be 6 renders I would need to do.
  18. I thought I had already fixed the group thing, and I did, but there was something else going on. I think I got it though. The problem is the options for the ground. I had it set to "Receive Shadows" and "Shadow Only" set to ON, so the bus was the only thing rendering. This worked in v13 and the ground still casted "Occlusion" onto the bus, but in v16 this does not happen and thought it was a group problem. So I turned the "Shadow Only" option OFF and set the transparency to 100% on the ground and now it renders the way it did before. I'm not sure how it's suppose to work, so I don't know if something is broken now or before.
  19. Well, I didn't have the bus animated far enough for no shadow, oops. So, I'll rerender the color alpha and then I'll render the shadow pass. I am having issues with the group properties on the bus. It is not rendering the same as it did when I rendered it the first time, I think I rendered it in v13. I don't know where the problem is.
  20. ? Why is that? PS. I never said this was Angelina Jolie, it's Lara Croft: Tomb Raider (my interpretation anyway).
  21. Yes, that's A:M hair material.
  22. Thanks guys. Yes Robert, that's "zoom blur". The tigers are from the "extra cd". They're great models, but the texturing needs work, so I used the "zoom blur" in Paint.NET paint program. The background is just an image I found on the net (projected on the standard ground), which I plan on using for reference in building the real set. The lighting is basicly the standard chor lighting (lights changed to all kliegs), and repostioned and adjusted. Rendered with fakeAO and used "soft portrait" in post (another effect in Paint.NET).
  23. ..........
  24. The one thing that looks odd is, it looks like the bed is missing the matress (the ruffles are higher). If you added a matress with silk sheets, I think that would look better.
  25. It's a refresh issue. I see this alot when weighting models in an action. Saving the model usually clears it up. I see it more often when porcelain is used on the model.
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