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Hash, Inc. - Animation:Master

NancyGormezano

Film
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Posts posted by NancyGormezano

  1. Better still, it would be great to have a toggle to set it so that selecting posterior geometry is not possible.

     

    Here! here! I vote for that ! I too in ver 11 (not so much in 10.5) find myself invariably selecting the posterior points more often than the the front ones...

  2. Hi -

    I have worked with props in actions, and yes it can be done ( see bop the bozo ) in showcase , all movement with the mallet was done in separate actions, including the one where the mallet starts out in her hands and then flies out of her hand.- however it is a real hassle when you want to string actions together, never got it to really work, because the prop would disappear, or do something weird. Found I had to do lots of separate chors, and string the renders together in premiere or after effects -

  3. I have found that the codec that gives me the smallest size/best image quality is mpeg 4 ver 2 for avi's - took an uncompressed 320 x 240 7 min animation 12 fps - approx 1800 mbytes uncompressed, with music down to 80mbytes - can't remember where I got the codec - probably at the microsoft site. I have found it gives much smaller files than sorenson, with about equal or better quality.

  4. hoo boy - ok ... yes! - got it to be a regular grid by changing all the densities to 100% - had always ignored those guide hair properties in the pws (for the group) because couldn't make any visual correlation between guide hair numbering/naming convention system and what I was seeing (cp doesn't light up or wiggle or sing or spit when I select the guide hair) either in pws or in model window, and the tool in grooming mode doesn't give me any feedback as well ... and also is a bit of a mystery as to correlation between mouse movement, direction and density...

     

    so now of course I must ask (because I'm nosey, and might help with being able to have more control on hairs - except I'll probably never really do hair hair - (you know what i mean) , cause I don't do real, and my 'hairs' will probably be anything but ...anyhow...):

     

    what is the secret to the naming convention for guide hairs? I gather the first digits are the patch identifier, last 2 digits (00, 01, 10,11) are the positions for the 4 guide hair ptrs on the patch, starting with which corner? and going in which direction ? (not obvious when i turn them on and off) - and probably no one else cares, and probably doesn't matter to me either - (umm, well it does...sorta - i like my digital universe predictable) And I promise to stop asking these questions...about hair...thanks for all your help...

  5. hi - and thanks again for the explaination - I do have the hair guide density set to 100% in the hair system (doesn't show in the pic but I just checked it), and position variation in emitter =0% . - don't see a perfect grid (even if I increase density factor to 2 or more in emitter props). Also tried with a larger patch (3x length) , grid is still irregular. I also noticed when I changed position variance to 100%, i do see a change in position of hairs but looks like distribution of hairs is the same kind of randomness...maybe 'almost perfect' grid isn't working? (btw I love the potential that the hair system has)

  6. yeah I kinda agree it can be nice to know if you've selected cps on the other side - however for my ancient eyes it adds a lot of 'noise' to my already pretty noisy images - I guess I like the way it was done " back in the old country" when we would just click on the cp for the one in front or use the lasso tool to select cps in front & back - remember those daze? I'll just have to get with the program, ... now where did I put my meds?

  7. hi Rodney - thanks for responding... but I never save projects, I only save choreography, actions, and models (and my own lights) in separate files - so there shouldn't be anything embedded, or permanently connected, just independant re-usable entities - (or is there an embedded switch for chor now? I can't find where that switch is for a chor?)

     

    in the chor that I was working with - the ground plane is the only thing with a light list - with 1 light that should only light it, and not the other models (spotlight on groundplane). The other model - eg mr mousie should be lit by all the other lights. When I checked the text of the model file, sure enough there are entries for linkedlights to all the lights that were in the chor. doesn't seem reasonable as I would want to use model in other chor with different lights...

     

    Also I noticed in the spotlightonground light text file there are linkedlight entries to all the other lights that were in the chor - I thought the model and light files were supposed to be independant - maybe I don't understand light lists in the chor - but it renders as I would have expected..

     

    thanks anyhow (was able to cause another test model to be linked to lights - but can't reproduce again.., has to do with some sequence of saving models, saving light, saving chor and deleteing and recreating a light list in chor) - and yes I can always edit the text file... or just ignore it. (boy how I can go on and on and on...)

     

    perhaps someone else will run into this, and be able to work out the sequence.

  8. just noticed that any models I had in a chor that had a light list (1 light associated with the ground plane only), that then all the lights in the chor then get saved (associated? linked?) with all the other models in the chor (if I do a save on the models only). I do not save anything in a project - so don't understand why? is this the way it's supposed to be ? and whats the rationale if so? Thanks

    lightssaved_with_model.jpg

  9. thanks for the reply, will send it in, the rotoscope is a front projection map onto the ground plane only - (see foto of mr foosball), it renders correctly , however it obscures the model in realtime (doesn't matter what model is on ground plane, with or without hair) - might just be my system? but haven't had this problem in 10.5

    rainbow3.jpg

  10. I would like to arrange my PWS and timeline like in 10.5 - where timeline goes across entire bottom, and both the pws, and timeline stay put, and the active modeling window/or chor windows, fill up the remaining space. I can not seem to make this happen ... is this the way it is supposed to be? Hope not, waaaa ... I just got used to new arrangement in 10.5 (from 8.5) - and liked it - please don't make it different again...

  11. v11 beta2, Have noticed that camera rotoscopes in the chor obscure any models in realtime mode - wireframe, shaded, etc - doesn't matter - chor renders ok - but have to turn off roto in the chor in order to do any positioning, animating etc, and then turn back on before rendering, makes it impossible to judge how actors interact with roto...is it just me?

  12. Hi - been fooling around with v11 beta 2 and noticed that I can see cp's from the other side thru the model, when in shaded wireframe mode - anyone else noticing this? I find it very distracting, makes it difficult to select cps when modeling, and hope this isn't the way it's supposed to be... does not happen in ver 10.5 - Nancy

  13. thats a terrific image - my only complaint from an aesthetic point is how pristine and crisp the model looks against the blurriness and graininess of the background - if you're shooting for more believablity - I would blur & dirty up the 3d model or of course you could always reshoot that background a bit clearer (another trip to the moon? mars ? perhaps) ;) - but hey, you're talking to someone who rarely aims for realism...

     

    also if you were unhappy with the shadows on the ground when done totally in AM with lights as z buffered - try ray traced? (didn't understand the comment about bogus edges in the background)

     

    But as i said - terrific image...

  14. I like the way it turned out too... very lovely - great mood, nice composition, camera angle, perfect for the beautiful day it is today here - so I gather the grass is hair?, the leaves are a decal cut-out? the flowers are ? decal cut-out too? I haven't tried v11 yet (have a pitifully slo system antiquated - that frightens me to confuse it with the potential of wiping out existing stuff - ok, more confuse me...) . How long did it take to render? And am I just being a great big chicken...

  15. Hi - ummmm, .... er....I'm having a hard time understanding the pics you posted in order to understand the problem you are trying to solve....it would be helpful if you could explain 1) what the rotoscope looks like? (is it the blurry image in the background?) 2) which object is the ground plane? (I see something that looks like a 3d model - not a flat ground plane - that doesn't seem to have the roto projected onto it ), are you wanting the blurry image on the 3d model? or what exactly are you trying to do... 3) I'm seeing the effects of anti-aliasing on the edges of the 3d model - , or is it just the resolution you are rendering at? is that your complaint with the images ? Sorry to be so dense...

  16. Q1B. should the ground plane be Front Projection Target?

    (maybe doesn't matter if it's shadow only?)

     

    Fourth is a single render of the original chor with rotoscope

    (not composited). Nicest of them all, but I don't get

    my ground plane shadows here.

     

    I found that if I wasn't going to composite in another program then :

    Make the ground plane a front projection target, Flat shaded, and do NOT check shadows only - but make it accept shadows - I hope you know what I mean - render away without shadow buffers, alpha, etc

     

    I couldn't get to your site so I couldn't compare the pics.

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