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Bruce Del Porte

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About Bruce Del Porte

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    Still at it

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  1. We are creatures of habit. I make sure I am up early enough to shower and make coffee before I leave in the morning and I admit I too expect to watch some TV at night as I wind down before bed. Making a habit of an hour a day to animate is plenty. The advantage of a larger, multi scene, project is that you can work out of order. Some scenes require lip syncing, some a walk, some creating a new model. You can work on what inspires you for your hour. The computer can render on its own while you sleep. It sounds like you need to find a project that inspires you. I don't know that I could animate for the sake of animating. Even if you pick something really stupid, if it cracks you up every time you look at it, the effort will have been worth it. Forget about measuring your work againt Pixar. Even if others are rolling their eyes and you are still giggling, it will be worth it. Every artist goes through periods were they don't have a masterpiece idea to work on, don't sweat it, one will come along.
  2. Profound questions! I animate as a hobby and I think TheSpleen's credo "...I animate and design to make myself laugh..." is spot on. For a multi minute short you will watch it hundreds if not thousands of times and the idea you are animating needs to stand up if not improve as you go along. The large number of abandoned projects on my hard drive are mostly ones were the joke or idea lost its amusement value to me. A lot of times it is when I try to make a topical point and the moment passes before can come close to finishing. I would love to know TheSpleen's key to productivity for producing 5 to 6 minutes a month. That would be a game changer for me. The Rear Window short I just did took fifteen months to produce. The piece is six and a half minutes long. Even without adding another key, I'm not sure I could render it straight through in a month. Gene, do tell! From a production software standpoint, after Animation Master, a good nonlinear editor (NLE) is your most important tool. I use Vegas Pro but there are a number of good ones out there. I start by roughing out the short using story boards if you have them or because I don't draw very well I make crude place holder stills of scenes with the actors in the T position. I also rough out the sound design. Dialog and the music you chose often dictates scene length. Render it out to a video and once it starts to make sense, I start animating. As I go along, I substitute rendered animation for the place holders and build the movie from there. Once again I have to agree with TheSpleen, constant rendering keeps the momentum going. I try and add some animation every day and render the entire sequence over night. Once positioned in the NLE version of the movie, the sequence updates automatically. I try and render the NLE video out daily to get an idea how it is all coming together in the big picture. Lastly, you will get ideas for improvements as you go along. If they can be added without interrupting the production pace you are setting, embrace the new ideas. If it means you will likely lose momentum, save the idea for your next project. Don't let perfect be the enemy of the good. Good luck!
  3. I don't remember V11.1 but with later versions you can yield more machine cycles by minimizing the AM window while you render. You save a couple of seconds per frame with the minimized window if you leave it alone. It might even be because the cartoon stops running, no way to know. These savings are small compared to the render time improvements you get by upgrading to a newer version.
  4. This sounds like a hardware problem. I would check if the heat sinks are still properly attached to the processors and the fans are working. Also check to see if dust build up is blocking air flow. Xeons are generally used in heavy usage applications such as servers. If properly heat sunk, they should operate in any room temperature you would be willing to sit in the room. I agree with Robert, the processor overhead for the cartoon is trivial.
  5. Oh No, Five-Oh...Welcome to middle age Matt, I'm way ahead of you. Love your work, I look forward to a lot more. I hope your muse way overserved you on your big day. Bruce
  6. I forget what old version had this problem. When this is happening, does the file size get huge? If so, look at the prj file in a text editor, there are probably long lists of dead drivers. They don't hurt anything but the save and load times and you can delete them to get back to a reasonable file size but the problem, if it is dead drivers, wasn't fixed until the next version, upgrading is your best bet.
  7. For some reason I can't delete a file I posted, I just don't see the button. use this prj' alphadecay.prj
  8. I assume the nucleus has only protons and neutrons? I would put all of the nuclear particles into one model and have each one assigned to separate bones. When you go to animate, you can rotate the root bone and all of the nucleus will rotate as one. As you break off particles, you can translate the separate particle bones (for that matter to can assign an entire alpha to just one child bone) A crude demo Sorry bad prj file use this one alpha.mov alphadecay.prj alphadecay.prj
  9. Use a mirror. A mirror is better than shapes on a page, you will want to look at your own lips whan you animate anyway.
  10. There is a model called "capedwonder" on the ftp site.
  11. Yes, I use open GL, and rotoscopes work just fine. What steps do you use to load the rotoscope, what kind of file are you using, and exactly what happens when you try to load a rotoscope? AM version/op system/video card? Are your video card drivers up to date?
  12. Sometimes it is easier to just hand animate. an object moving across screen in a straight line or even an arc can be done with just a few keys.
  13. There is a pose slider "TSM Constraints" that needs to be turned on before you animate. Also you may want to set the IK/FK sliders for the arms and legs.
  14. Bruce Del Porte


    On the rare occasions I model, I always have to relearn hooks. Here is a 20 second tutorial on making a hook. (H264) Hook.mov
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