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Hash, Inc. - Animation:Master

ZachBG

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Posts posted by ZachBG

  1. I have a registered copy of AMXdtsPlus, so I can do some texture and animation testing. I don't have the full version of Torque yet--I'm waiting for a paycheck to arrive.

     

    QuArk doesn't exist for the Mac, so I'm no help there, but I think GarageGames is supposed to be coming out with a QuArk equivalent Real Soon Now™.

  2. I still want to be around for something. My life is getting somewhat less hectic now. Just point me to a task. :)

     

    Well Zach, what floats your boat?

    Programming (though I haven't bought the engine to fool with it yet). And animation, obviously, once we're on to that stage.

  3. Hi Miguel:

     

    There aren't too many TSM2 actions out there in the public domain. In fact, I don't know of any at all.

     

    However, I think there is a solution to your paste mirrored problem, at least possibly. Check and make sure that the bones that are at the character's center are truly center--that is, at 0 on the X-axis (both ends). AM won't mirror them unless they're exactly center--even .01 cm makes a difference.

     

    Hope this helps, and welcome aboard!

  4. As for the error dialog fix mentioned above, there is a requirement that I had forgotten to mention. When exporting actions, you need to have each action actively open in the project workspace. The exporter uses the live action, so it has to be open or you'll get a mashed up animation. If you don't have an action open, you'll get the error dialog (if you're still running Beta-2) or a number of messages in the dump.dmp file (if you're running Beta-3).

    Ah ha! That makes much more sense now. Thanks, Chris!

  5. Also, Hash will be taking care of buying licenses for the Torque Game Engine

    Really?!

     

    I assume we're talking the Indie License here, right? We're not expecting to make $250,000 on this?

     

    (Actually, Greg, are you eligible for the indie license, or do you have to go commercial, given how Bibleman did?)

     

    Having dialed down my TWO commitment*, I'll go on record as saying I'd love to be involved in the game. But be sure to ask Martin how reliable I am... :(

     

    *I'm no longer an animation director, but I hope to remain an animator.

  6. I gotta say, from playing around with this a little, it looks very exciting. I know this is an awful question to ask, but any ETA on the paid version?

     

    I have no idea whether I'd ever produce a game, but if you set the same price (or thereabouts) as AMxTex, I'll probably buy it anyway, just to see Shaggy hanging out in the Torque demo app. :D

  7. Could you post a tutorial for this? Please?

    Not much for a tutorial, it's just certain properties that I happened to get right.

     

    The ice itself is at 50% reflectivity, 30% specular size, and 100% specular intensity, with a light blue diffuse color. I have a sky dome with a freely available sky image (follow the link from here next to "skydome.zip") over the whole scene to provide a reflection. And in the render panel, I have soft reflections ON with 10% sampling. That's it. I think the low sampling number actually helps it look more like irregular ice.

     

    You might be able to fake it by only rendering the portion in the middle, where Shaggy and his reflection are visible. You could use a single still image for the outer portion of the shot.

    That's a good idea, but later in the animation the ice cracks, and takes up pretty much the whole frame.

     

    Wow, that does look nice. But what a render hit at 18 min...

    It's probably a lot less on a decent machine. :D

  8. Those of you who are familiar with my work know I'm not a render monkey--I love beautiful images as much as anybody, but I'm too impatient to wait for them (or to learn enough about lighting to make them). However, my recent Olympic vodcast got such a good response I decided to re-render the last shot, where Shaggy falls into an iced-over swimming pool. I used Image-Based Lighting for the general outdoor look, and decided to try soft reflections on the ice and see if it would look any good.

     

    Hot DAMN!

     

    This is with only 10% sampling on the soft reflections, and 9-pass multipass. It really looks like ice, doesn't it?

     

    (Of course, at eighteen minutes per frame, I don't think I'll be doing it on a regular basis, but...)

    post-265-1141139904.jpg

  9. Hey Zach, what do you use to record sound? hardware/software/price?

    I use Pro Tools LE with an MBox; basically a USB interface with two XLR/instrument jacks. It's fairly expensive as sound interfaces go--$250--but you get to use the same software that Skywalker Sound uses. (I say "fairly expensive" but most ProTools interfaces are in the thousands of dollars.) Then I have an Octava mic which I got for like 10% of retail at Guitar Center (this was two years ago at least, so I doubt that promotion is still running.)

     

    But sometimes, if I don't have the mBox handy, I just use a free, open-source sound editor called Audacity and my built-in mic or a headset mic. That's all you need, really, especially if you process the sound with a hiss remover.

     

    What? No crowd noise?

    Hey, the crowd is very quiet during dives! It's like a tennis match, except with water. And no rackets or John McEnroe.

  10. Bump maps and displacement maps shadings now match and they encode a displacement of 1 centimeter from black to white.

    I don't understand this either... does this mean displacements can only be one centimeter high, since you can't get blacker than black? (Unless you up the percentage to 10000% I suppose...)

  11. Thanks!

     

    There was flickering because Jeff's skylights have a problem occasionally with 24 fps, for some reason; they get out of sync eventually, depending on the number of passes. I've never been able to figure out why.

     

    I would have done that bit with AO as well, if it hadn't popped out at 30 minutes per frame. I'd like to re-render it, but I'll probably never get around to it...

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