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Hash, Inc. - Animation:Master

NancyGormezano

Film
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Everything posted by NancyGormezano

  1. I have found that if the ground is front projected & flat shaded, that I can get shadows if my light is a Klieg with z buffered shadows
  2. Nice lighting/background setup (looks familiar? like the aligator head image you did previously?) I like the overall texturing of course - very well done - For me, the mouth/gums/teeth don't look as believable as the rest of the head - perhaps the gums need to enclose the teeth with more irregularity, and the mouth rim area also looks too "regular" - needs more variation, elevation, bumpiness & perhaps some indication of plausible scarring left over from battles ?
  3. I'm interested but... This is a very hard image for me to comment on. I'm not sure if you are shooting for "realism" or a stylized image? I will assume photo realistic for now. And if realistic - aiming for film look ? digital photo? art priint film look? Something else? If aiming for straight photo digital real (a genre that is the least interesting to me) - For me I would tweak the following: the foliage of the background trees seems striated (uniform horizontal pattern) & could use some variation in color and growth pattern. The cougar isn't believable for me (but nice posing). The black eyed susans could be much yellower (if that's what they are). They too could use some variation. The flowers appear to track the ridges of the terrain - which looks odd. The sky looks like a typical photo, might choose something more different. Lighting looks like a bright high noon clear day - nice but not dramatic. Could use some atmospheric attenuation. The composition and subject matter are great and has a very appealing feel to it. The mountains have a great shape. Nice rocks. I like going for showing a large expanse of a blooming wildflower carpet. I like the bareness of the mountains contrasted with the detail of the flowers, and trees. I like the meadowish feel. I like the idea of putting the cougar in - but he distracts. My attention is immediately drawn to him and it becomes an image about the cougar. What do you want this image to say? Define for us where you want to go. What do you like and don't you like about it? The basic is there - the details need tweaking for a touch more oomph to make it pop. Tell us your goals and then maybe we can offer suggestions as to what it might need, and how we perceive it (with our own built in biases), if you want to go further with it.
  4. There is a difference between how on screen renders look (render lock - ver15b) and how a final render looks. 100% transparent makes the object disappear in the final render to file (but not onscreen). I believe it also happens if you render multipass off. My guess is that you will have to make your object 99% transparent - rather than 100%. You can use whatever values you'd like for reflectivity & specularity. Too bad. The onscreen render looks much better
  5. how big is your file? and what kind of file is it? jpeg? tga?
  6. another wild stab - too high frequency pattern for the rendered image size? (try higher resolution?)
  7. Wild stab - jitter option turned on in hair?
  8. Oh yes - very fun, very good. And I repeat:
  9. MARK - Did you not see: It was only feedback from how a user (who prefers short names, and doesn't like reading long lists) experienced the interface at first glance, and it was not meant as a request for any changes. This lazy user doesn't like to have to think when animating. But this lazy user can learn where things are eventually, and then not have to do any dreaded thinking.
  10. Hee hee - found the difference - I foresee more goofy eye animations in the future
  11. It appears to work correctly, also tried lots of other stuff in the FACE Curious: What's the reason for unhiding the eyelid bones in position 3 of FACE control ? Something other than making goofy eyelid animations? and what's the difference between position 2 & 4?
  12. Whew. Thats a relief. And very nice. And yes improved capability. Some feedback: (NOT to be acted on - please - we monkeys can learn new ways to get the banana) Part of the confusion was that the Torso (squetch) folder was not under the Squetch controls folder (like it use to be?) and... When I finally found it - it was not immediately recognizable what: spine_FK__IK__IKSQUETCH__SQUETCH__auto_SQUETCH does. Did not realize I had to set that to 2% for IKSquetch Maybe if the slider had said something like Spine-0:FK 1:IK 2:IKsquetch 3:FK 4:FKsquetch (or something which might make more immediate sense to people). Also seems strange that position 0, 3, 4 are FK
  13. Yup - That works. I checked out the squetching whole body - looks the same in ver 14 and 15 but ...but.... (panic attack setting in)... What happened to Torso Squetch (spine squetch) ? is it gone ? - that was basically the only squetch control I used in TWO for many, many - correction - probably every animation I did in TWO. I love the torso (spine) squetch. The whole body squetch distorts the arms, head, feet etc while the torso (spine) squetch doesn't - its was great Is there another way to achieve that same effect in this release? (used Sam 4/23/2008 to test). Is it somewhere else?
  14. The expressions aren't quite right yet I'm getting a "missing a right parenthesis" on the nostril right Y translation calc and I'm getting "syntax error in the expression" on the nostril left Y translation calc The other expressions seem to be ok. I don't know how you manage to edit these expressions - I don't think there's a monitor built yet that's wide enough to see it all. Tried bringing it into notepad and my brain along with my eyes went running from the room. I tried editing the expressions in A:M and found it frustratingly hard - nay, impossible - to read/edit the strings without getting syntax errors I won't be able to look at it further tonight - will try again tomorrow
  15. After you've browsed - you have to click upload before submitting the response.
  16. Hmmm....either the syntax has changed in ver 15b or the parser has changed - but I can get division to work if I enclose the numerator in parenthesis. ie - (..|..|..|..|controller.Transform.Rotate.X)/1 works in 15b I can hear the response now from the ficticious programmer who might work on this in a couple of months.
  17. Congrats! the previous image was very interesting. Have you tried to compress your final image? (jpeg)
  18. Here's another piece of info - in ver 15b when I try to access the right side of equation - I get a syntax error if I try to copy the statement (in the divided model) I do not get a syntax error in 14c I do not get a syntax error in ver15 in the no division model
  19. Very impressive Mr Boootaaah
  20. The divide doesn't work in any of the cases. I would have constructed my own test - however I can never figure out how to access the properties of another bone to use as an argument when creating/editing an expression. i.e., How do you get this part of the equation to show up in the edit box (other than typing it in) ? ..|..|..|..|controller.Transform.Rotate.X/1
  21. We've already concluded that there are multiple simple workarounds that don't involve expressions for sneering control. And probably other things as well. We're trying to isolate the problem to see just what is going wrong in the expression. Mainly as an exercise, and to see if there is the potential to interfere with other parts of the rig. At least that's what I think we're doing.
  22. None of them work. How about making a project that has 2 bones (A, - and some simple expressions scale a = scale b/1 translate a = translate b/1 rotate a = rotate b/1
  23. The plus 1 no division project works
  24. The z scale of the nostril y translation calc's are =100 and the nostrils don't move using the null (s)
  25. None of them work
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