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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. This is a v15 issue, it renders fine in v14. I would send in a report.
  2. Did you change the size of the image in the material properties? Don't do that, just use the repeat properties or scale the material. You'll also need to rotate the material to align with the geometry.
  3. At 720x405 it rendered in around 3 hrs, I think (multipass off), the last image was rendered at 1600x900 and it took 9hrs and 40 mins (multipass on, 5 passes) the longest render I've ever done. So, it's really not practical for animation. Hair and reflections usually make for long render times.
  4. Thanks again guys. Matt, the ground texture is a double gradient with the attributes set as bitmaplus. So, it is a material, but it uses images for the textures. Sorry pixelplucker, but I would never import sub-D models into A:M for any reason, A:M has the treez plugin for making trees. BTW, both plugins (bitmaplus and treez) were created by Marcel Bricman, thanks Marcel.
  5. Thanks guys. Here's a higher res render.
  6. Thanks. I'm not sure what you mean Robert.
  7. Yes, I used a procedural material for the bump only, pretty basic. And just used the surface properties for the rest.
  8. Thanks guys. Jeff, I did darken it up a bit, but I guess it needs to be darker?
  9. Thanks everyone. Sorry I didn't reply sooner, I was having computer issues. I took care of it by buying myself a new laptop. Here's a new update.
  10. Here's another update. It's just a screen grab with a partial render. Modified the hair foliage, which I thinks looks pretty good. I'm not sure if I'm happy with the ground texture yet though, still working on that.
  11. Thanks everyone. Matt, of course I'll use hair for the grass, what else would I use. Andy, I used one sun and global ambience set in the chor, still need to work on that. The sky is a decaled dome. Jeff, I used the treez plugin for the regular trees and modeled the pines. And of course hair for the leaves. Holmes has a tut already on how to use the treez plugin located here. Here's a small update. The hair grass/weeds are just temporary (image used). I'll probably add a few emitter for variety.
  12. Yes another landscape. I haven't done much in A:M lately, creative block. I finally forced myself to start a new project. Still alot to do, but it's a start. This was just a test render at a low resolution and scaled up, so the quality isn't great, but it will give you an idea. The ground and water aren't textured yet and I still want to add a few more props and foliage.
  13. Awesome stuff Stian.
  14. Looks great Stian. I was thinking more of Thing from the Addams family. I can just see it walking around on it's fingertips.
  15. Holmes, that's why I said actions have their advantages.
  16. Holmes, no you can't save a chor set as an action, but you can save a chor (set) and import it into any other chor.
  17. Saving a chor is just as easy as saving an action. Though, actions do have a few advantages, IMO.
  18. That was great Gene. Loved the song too Myron. And nice job on the model Holmes.
  19. Nice robot Tim. Looks like he's going to be fun to animate.
  20. Thanks everybody. Rusty and Robert, thanks for the advice, I tried to apply them. I think I'm getting close. Did I mention that I could probably rig faster than I can animate? walk_side2.mov walk_front2.mov walk_birdseye2.mov
  21. What format is the image? I can view it. I've had the same problem in another thread.
  22. Thanks everybody. I tried to adjust everyones comments, head movement and lean forward/weight. I'm sure I screwed everything up. I think I could rig a character faster than it took me to animate and tweak this, which still isn't right. Now I now why I rig than animate. walk_side.mov walk_front.mov walk_birdseye.mov
  23. I thought I'd try some real animating. Started with a simple walk cycle. walk.mov
  24. The one thing that stands out to me is, the calves look way too long compared to his thighs.
  25. Happy Birthday Paul. The crouch is comical, but if the BVH rig is not scale correctly, the feet will slip and slide. I did not see this with the caveman.
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