sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

NancyGormezano

Film
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Everything posted by NancyGormezano

  1. I like them both - can't decide which I prefer - they both mess with my mind but in a different way - very good ...
  2. oooo yeah - fun & clever
  3. Because they can... Any ol' shlump who struts around in a bright yellow jumpsuit is just begging to be taken down a notch. My only objection to the animation is it looks like the death ray missed. We (me) need to see a post-fried thom. And I would like to see the camera work be a little more obvious in communicating a fraidy virtual camera person.
  4. looks fascinating - makes me want to see more
  5. Absolutely fabulous & fascinating - I always find your work inspiring & innovative. Magnifico!
  6. Excellent demos ! - but they started up too quick for me to count ...Slimbrowser - winxp pro - cable (I'm slow)
  7. Very very nice - as usual - & I love the mystery as well
  8. Excellent work you two ... And yes - it passed the cat freak test - she was absolutely & totally intrigued - she didn't know which to go after - the screen or the speakers - obviously sounded & looked like a very tasty morsel to her
  9. You might try increasing the transparency of the model over time in your chor. until it is 100% transparent
  10. have to agree with everyone - these are great, appealing characters - will make a terrific "buddy" story
  11. wow! nice drama, very interesting lighting, for a great creepy beautiful yet suitably grotesque model. (ditto shiver)
  12. I think it's absolutely fabulously done. Great job. I'm evaluating it from a subjective artistic standpoint - not from a physical water dropping simulation viewpoint. The water dropping has plenty personality & style with just enough suggestion of realism for me. I might even prefer it with less realism. Tho I wouldn't suggest changing it. Obviously two different viewpoints - so it depends on what your original objective is? Realism? or Art? or ?
  13. Perfect! AND HYSTERICAL! You're a gem.
  14. The terrain looks quite beautiful, nice colors, very nice lighting effects as well. Nice composition. Reminds me of Death Valley in bloom. I would think that adding some gentle bump maps & transparency maps (maybe even some very gentle displacement) to the cloud models might help the clouds get some more turbulence, variation, irregularity & interest - they look too solid and uniform in comparison to the rest of the imagery. This is coming along really nicely - very interestingly dramatic!
  15. White lines - Given that you've changed your model - I can only guess that perhaps? the white lines that are now showing on the body are surfaces that you believe you have decaled - but aren't really. To test this out - 2 ways - 1) change the default color of your entire model (under surface) to "something other than white" & see if those lines render as "something other than white" and as well to isolate all those surfaces: 2) right click on decals (in your model) and select "Group undeclared control points", select hide (see image). You may be surprised. maybe not. If there are some groups that you thought you had decaled and they show up as undecaled - it might mean you are dealing with double groups - or you are just seeing the undecaled groups. As for decal procedure: as long as you don't move your images on your hard drive after you've applied the decal - I can't see that there would be a problem. I don't use the library feature of A:M. I have my own image cataloging software (thumbs+). I can drag images into A:M - but I don't get the decal/rotoscope dialog. It just adds them to the images folder - I still have to apply them, (or change the image in an already existing decal container). eg, I then have to rt click on the object - select new/decal/select image/apply. If your model is coming up with the decal container without the image - I would say you have moved your images after applying. (to test: Fill up all the blank decal containers & save the NewNameModel. Then start new project - bring in NewNameModel - if decals are gone - send in bug report) Now as for embedding...Like I said - I don't use it. But I believe models are only embedded if one has selected "Embed all" under the project. And then saves the project. Images are not embedded as Ken said. I don't see a switch to "unembed all". Now since I don't use this feature (as I would hopelessly confuse myself) - I believe the way to unembed a model is to save it separately as in "Save as". Someone else would have to address this. When I start up - I always select New/ project, then import my Choreography - that brings in all the elements that I need to work with. I see no need (for me-one artist/no one else) for projects - other than if I'm working with lots of choreographies at once.
  16. There were multiple cues that indicated there was something funny with the wheel. But what cued me in finally was when I investigated the center ring of the wheel cps that you had probably scaled small & translated to inside the wheel to hide the hole - I noticed that when I moved them & retranslated them that there was still a ring of cps in the middle at the old place. I grabbed those and translated them & the non-decaled copy became apparent (showed up white). Another way was I clicked on a spline, hit the / to select all connected splines, and then hit hide - it was obvious it hadn't been decaled - whereas the other copy had been. Also I noticed that when I rt clicked on the decal containers to select the cps (to see what was decaled) - that sometimes the cps would turn green - and other times it wouldn't. Not sure I understand the question - If you mean the model I sent you - I didn't include the decals because you already have them - but the decal containers should be there & you should be queried to find them when you load up the model. You might have to select the images for each container. I removed the "weathered steel" decal container - since you didn't supply the image for it . Probably should have left it, now that I think about it. If you mean from your scene- I can only guess - I never work with my models embedded in projects. I always have my models saved in their own file, and I don't change the location of the image files that I use for the decals. Choreographys work quite well for bringing in all the models (from their own locations) without having to embed everything into a project file. I'm not sure how projects search for or embed image files. I only embed projects when I have to send stuff to someone, (and even then I think you have to provide the images separately?).
  17. okey dokey - good news - it ain't your computer, it ain't the decals - it's the wheel part of the model itself. I was getting the same effect as you - weird rendering to screen (checkered pattern) as well as render to file (white lines). You had somehow created two "inner wheels" per tire - and they were interfering with each other as they were in the same place. I'm attaching a corrected wheel model (it's just the wheel) - use this one to replace all the wheels on your armored car. Yes - t'was weird. goodwheel.zip
  18. I tried loading your project - the models that come in this project look nothing like what you're posting - I get some fish models, rusted pilings, pond bottom. Please post JUST the tank model with ONLY the targas for the tank. Do not post a project file (prj). Post JUST the TANK mdl file. Save your tank model to a separate file When I looked at the targa images (camoflage, 3 wheel images) - I would say that the wheel tgas are quite small. May or may not be a problem, in that the resolution is too low, causing the aliasing. But I also notice the "green" wheel image has an alpha channel in varying degrees of transparency - so depending on how you are using this tga image along with the other two - it could be causing your problem. In fact, I'm betting on it. Impossible to tell without the model or a screen grab of the PWS showing how you have the decals applied to the wheels. I don't think it's your computer.
  19. I can't believe how GORGEOUS that model is, and what a fantastic job you did on 'coloring". ... And for me to get excited about a model of a car is really quite extraordinary. You've given it wonderful "character & personality"...that's what makes it so absolutely super-special.. I love the first image (beautiful) - I love the 2nd image (beautiful) ...can't decide which I prefer - and the movie is very very believable - EXCEPT: the car goes way tooo slow for something with a rocket engine...(Ha! - found something picky to say) beautiful beautiful beautiful.
  20. Hmmm... perhaps the fastest way to see what is happening is for you to post a zip file that contains your model & the image you're using to decal the tires, and any other materials you might be using. I assume you do not also have a material applied to the wheels? You also could post a screen capture of just the wheels with wireframes. Post it from the view you are using to decal. Also post the image that you're trying to use as a decal. I was a little confused by your saying you went into front? view to decal your wheel. I would have expected you to go to a side view (left or right) if the hood of your car is facing front. Perhaps this is the problem?
  21. The difference is mainly in how you want things to look - the decal can span patches - whereas the patch image (add image) is a quick way to assign images to a group of patches for tiling type patterns (usually 1/patch gets assigned - but you can set a repeat value for x & y) - Try it... you can also rotate the images on each patch. Both decals & patch images can be applied with different methods - color, bump, cookiecut, etc. But only decals can have a different projection type - planar, spherical, cylindrical I'm not sure about affecting file size - but I have noticed that it takes longer to render if I have a lot of patch images as opposed to decals ...
  22. Hi - key color is found in the images folder (see pic) - in my example I have key color set to pink - if I had made it white then the color of the underlying groups would have show thru. In my image I've also illustrated the difference between a decal & patch images (1 image/per patch). Patch images are made by rt clicking on a group & choosing add image - So not sure if you added image or applied a decal (rt click on model - choose new, decal) Also - as for rendering - there's quick render (top most left icon in render group) versus render to file. Quick render does not always give an accurate representation of final rendering (bec of video card differences) The info that I've shown for my simple model would be the info that you could look at for your wheel group to see if theres anything funny... hope this helps some...
  23. I'm having a difficult time making sense of how you have decaled your wheels? or do you have a material applied? - If a decal - I'm also wondering if the key color for your image being used as a decal is causing the groups surface color to show thru? set the key color to something that is not contained in the image - (like blue or red) isolate the wheel group & show us a screen grab of the properties & tell us what version AM you're using (pc, mac, 11? 12?). How are you rendering this? or is it a screen grab?
  24. Bueno! Glad to have helped...
  25. Do NOT rt click in the pose window, nor in the pws in the relationship section. (keep pose window open tho), and: Right click in the PWS on the Object Modelname - New - Decal - select image - the decal will show up in the POSE window - (confusing, but it works). you will do the stamping in the pose window
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