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Hash, Inc. - Animation:Master

rusty

*A:M User*
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Posts posted by rusty

  1. I need to create a sphere whose surface moves (or appears to move) something like boiling water. Looking at animated materials--color-wise it will be black with purple specular so the material will just be 'bump' (I think 'displacement' would be too much render time). I could probably find an animated clip but decaling a sphere and getting it even would be hard no matter how you work it (unfolding sphere, spherical mapping and placement, etc).

     

    Think again.

     

    Took John's last animated clip, decaled it onto a sphere with planar mapping ie.- no unwrapping, no unfolding, no complicated placement needed, but could have used spherical mapping. His animation was used to drive displacement as well as some coloring, but I also combined it with some other turquoise color image. Also added specularity and reflectivity

     

    Rendered 3 pass and it took 4 secs/frame - ver16b

     

    Cool!! Thanks!!

  2. Darn... actually I can't open anything in A:M on my notebook--to my knowledge this started today. I get the following error:

     

    The program can't start because MFC71.DLL is missing from your computer. Try reinstalling the program to fix this problem.

     

    I reinstalled A:M but still get the error. I'm researching the problem.

     

    Rusty

  3. Hi!

     

    I need to create a sphere whose surface moves (or appears to move) something like boiling water. Looking at animated materials--color-wise it will be black with purple specular so the material will just be 'bump' (I think 'displacement' would be too much render time). I could probably find an animated clip but decaling a sphere and getting it even would be hard no matter how you work it (unfolding sphere, spherical mapping and placement, etc).

     

    Any ideas, let me know!

     

    Thanks,

    Rusty

  4. Did you get it turning right, Rusty?

     

    Thanks for asking! Funny... I posted exactly what I was doing... with pictures and a video but... not there???? Anyway, no... but the expression suggested should fix it up. I'm about to self publish my book and while it's getting yet another proof I decided to put together a short trailer. That's what this is all about.

     

    BTW, I totally planned to upgrade now that it seems Netrender is back (I'm still on V14 so I can use the unlimited Netrender we had back then with all the damn PCs I bought) but... my daughter's returned to college which means... we are suddenly like so broke until next year. :-(

     

    Rusty

  5. Hi Rusty ....

    the simplest way is to use an expression.. I tried demonstrate this method in the tutorial below

     

    Rusty.mp4

     

    Totally F'ing AWESOME!! Xtaz, thank you so much for the trouble you went to. If I new more about the random function (I'm sure such a fuction exists) I could get all the asteroids spinning at different speeds... even in a flock I think.

     

    I have to check out all your tuts.

     

    Cheers,

    Rusty

  6. Hi Rusty,

    The only difference I see from 1 and 2 is that 2 seems to a bit lighter, maybe more light in the highlights. I like it.

    But very curious about the hair settings, I like the touches of gray mixed in and the grooming over the ears and in the front.

    Nice job

     

    Walter, et. al.

     

    Thanks for the feedback and kind words! Looks like everyone likes Skin 2 better. I have not yet made adjustments to the specular maps (decals). Also, I have not incorporated the hair suggestions or many other suggestions from the OP on this model.

     

    Re Hair Settings: Pretty basic (OP suggestions will make it much better) but here is the material (hair color) and the model (hair-do):

    BSUniformWilliamHair.zip

     

    There is also an action which constrains the headcap model to the head model.

     

    Walter, please note I do a lot of things differently to accommodate 'virtual actors' rather than 'character models' (virtual actors need wide ranges of wardrobe, ages, looks, hair dos and hair colors and these must be as 'snap on', interchangeable and as flexable as possible). With hair I do the following:

    * Maintain separate hair-dos (no associated colors)

    * Maintain separate hair colors (no associated hair-dos)

    * I use separate 'skull caps' models which sit just below the head skin so that:

    * Separate hair lines are possible

    * Problems with 3 and 5 pt patches and hooks in the head mesh are avoided (most problems show up when the hair is animated)

     

    If you are interested, I documented this process in the forum years ago and this can probley be found by searching the forum. Other questions, please ask.

     

    Cheers,

    Rusty

  7. Hi,

     

    I just tossed SSS skin 1 and skin 2 on the model and got the following results (this order: no SSS, skin 1 than skin 2). I think its a huge improvement, skin 1 more than skin 2 but perhaps the bump maps percentage should be upped a bit.

     

    Compare_1.jpg

     

    Compare_2.jpg

     

    Compare_3.jpg

     

    What do you think?

     

    Thanks,

    Rusty

     

    Edit: Actually, looking at them here I see no difference between 1 and 2!?

  8. They're there in v16. I know I used them to realign some viewpoints when i was doing screen cams.

     

    It must be a v14 bug, never reported. I've reported some status line bugs since then that have been fixed, maybe that fixed your bug too.

     

    I'd upgrade in a second if I could figure out how I could still use my 8 pc render farm. Well, depending on the cost... between college costs for my daughter and my son's wedding next month we're broke!

     

    r

  9. Anyway to save custom shortcut keys and/or settings?

     

    they are in the .MAC file in the dir your master.exe is in.

     

    Thanks! That helped but not with the controls... if I open A:M (without opening a project or model) the controls are there. However, once I open anything the progress bar (showing the progress of opening the file) stays on the status bar covering the controls. Probably on old issue in V14--I don't see anyway around it.

     

    Rusty

  10. They are still there for me. Go to the View menu and make sure "Status Bar" is still ON.

     

    Hm... are you on V14? Weird!! Are you in a modeling window? BTW, Status Bar is on and I see it but there is nothing on the right side. I have two large flat screens and keep all pallets on the secondary monitor. AM is full screen in the primary monitor. I'm not on my devl system right now but next time I am I'll fool around and see if I can get the controls to appear.

     

    Thanks,

    Rusty

     

    If u didnt do it till now u may want to reset A:M to the default settings...

     

    See u

    *Fuchur*

     

    Oh, that would be painful! Anyway to save custom shortcut keys and/or settings?

     

    Rusty

  11. They are still there for me. Go to the View menu and make sure "Status Bar" is still ON.

     

    Hm... are you on V14? Weird!! Are you in a modeling window? BTW, Status Bar is on and I see it but there is nothing on the right side. I have two large flat screens and keep all pallets on the secondary monitor. AM is full screen in the primary monitor. I'm not on my devl system right now but next time I am I'll fool around and see if I can get the controls to appear.

     

    Thanks,

    Rusty

  12. As others have mentioned the color is too uniform, too overall crayola "flesh" or play-doh putty looking.

     

    Don't forget that skin tones include blues, greens, yellow, purple, crimson undertones, depending on how thick the skin, how close to the surface are the veins, as well as discolorizations for imperfections, sun damage, alcohol/drug abuse, ethnic group

     

    Here's a good tutorial for adding color to the face

     

    Thanks! Looks like it has a few things I can use. I started the face color map out with the skull, then the face muscles and ligaments, then major veins, then etc., etc., etc, --really way beyond anything sensible, LOL.

     

    Rusty

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