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Hash, Inc. - Animation:Master

NancyGormezano

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Posts posted by NancyGormezano

  1. 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

  2. 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...

  3. 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?

  4. 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

  5. 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...

  6. 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...

  7. 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...

  8. 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.

  9. Oh yeah - forgot to add one other thing. I believe I had more luck when if I started a new chor action - and then did the constrain to path in that 2nd chor action. I then could isolate the chor range for when model should be on the path, and the ease components of the path (when should start and finish). The actions were in the first Chor action space - hope that's not too confusing... it was for me, but eventually I understood the beauty of different chor actions...

  10. Hi - I was also experiencing lots of confusion and problems with the combo of different sequential actions, chor actions, & constraining to path in my last animation (see showcase - Bop the Bozo, last scene with money was just what you are trying to do)...

     

    I found that I had to keep rechecking the parameters as they kept getting reset (not by me) - for the chor action ( check the chor range, reset it to desired range), check your ease on the path (make sure set to 100% on the end frame you desire, 0% on the first frame the actions are to start) - for the actions check your hold last frame and transition to last frame settings, check the chor frame ranges for the action, the repeat. stride length ( i found when adding a 2nd action the first actions settings would get changed) - yes but finally I got it to work - sorta - or just caved in sometimes and started a totally new choreography (not a new chor action - tho that sometimes worked as well) - yeah it was not pretty - but eventually I was chuckling in the absurdity of it all ...

  11. Thanks y'all for the comments. Glad you enjoyed it.

     

    Always a surprise to hear how "twisted" I come across ... I forget that when I'm sitting here, eyes aglow :ph34r: , possessed by the dark spirits I just know are lurking in my computer, ... (could be the reason they don't let me out all that often?)... Nancy

  12. Thanks Stephen for the reply, and that wonderfully thoughtful, helpful & very understandable description of your technique for working with props/action objects. Lots of very good info. Especially new idea to me was about applying the constraints late in the animating process. Boy am I dealing with this. And boy am I dealing with transferring control without "jumps". Yikes. When I get a bit further, and some courage, perhaps I'll post my wip

     

    Since I last posted - I had discovered my silliness by not also using the Orient like constraint as well as translate to (duh - didn't think I needed it as I wasn't trying to change orientation of prop) - and found out what was causing (as well as solution) to some of the problem with using successive actions with the same prop, however there are still problems with using more than 1 action with same prop in the chor, and so I have resorted to just starting a new chor - bit of a pain having to setup the end of the entire scene keyframes into the beginning of the new scene. (wish there was some automatic Command: - like "Start new chor with this frame for all active components")

     

    As for animating in an action versus chor for non-repetitive activities, I had developed a habit of setting my keyposes in the action, checking the in-betweening, but not being real picky about the timing. I would then use the ease channel for the action in the chor to work on the more precise timing of the action - lazy way - that way I'm mostly dealing with only 1 channel for the actor, and it's easier to coordinate with the action of other actors in the scene. Also I find it very difficult to animate in the chor with the splines/images of all the other cameras, lights, ground plane, & other actors getting in the way of my view (even using front, side, etc), not to mention it's seems to have a more sluggish computer response, - just found it less distracting and more fluid in the action window. But I should probably rethink my lazy ways...

     

    Again thank you so much for your response, I have read & re-read it many times as it contains very relevant, and helpful info for me (and anyone else, I suspect, trying to work with props) - Nancy

  13. Are you putting both actions on the same model in the cho, or are they on 2 different models. I can see how having them on the same model could cause some conflict if the actions overlap.

     

    Hi - thanks again Graham, for responding. I have found the problem.

     

    I use actions extensively for building up a sequence of events with the same model, and do not have a problem if they don't have any props. Usually I drag each action to the same model in the chor and AM automatically assigns them to successive ranges. eg if the first action has 10 frame (0 -10 really), AM defaults it to the range 0-10 in the chor, (defaults to Hold last frame ON), the second action (also 10 frames) defaults to frames 10-21, (with default hold last ON). However AM changes the Hold last frame to OFF for the FIRST action, after adding the second action. Not a problem if there aren't any props. I build up a long list of actions - all works wonderful (except for lack of talent - but I digress).

     

    The above does NOT work if the actions contain the same prop. The motion is there - just the prop is invisible in the 2nd. However I found that if I go back and reset the first Action back to Hold Last frame=ON - the Prop shows up!! Yayyyy!!!

     

    Again I thank you for your response - Without your questions back to me, I would not have been provoked to dig deeper, as I resist like crazy to keep switching to left brain mode when I am in the midst of right brain nirvana, ... besides I'm old - Nancy

  14. ohh Graham - thank you thank you - Yes, as you stated, the trick to having something stayed glued is to use ORIENT like as well as translate to (both constraints were done after positioning & orienting prop in first frame, with compensate on)...Marhvelous darhling...oh happy day.

     

    As for the second problem - I just tried a simple test of creating an simple action with a prop, and saving the same action under two different names ie test1, test2. I then dragged test1, test2 to the chor and sure enough the prop disappears in the second action. I tried again (by deleting the second action and reapplying) - no luck - still gone. Hmmmm. Looks fishy to me.

     

    As an aside - I've also noticed that when saving an action to a new name, that the name does not get updated in the PWS although the File info appears to point to the new file name - very confusing. So everytime I do this, after saving to a new file, I close the action (by deleting) and reopen by importing the newly named action - mainly so as not to confuse myself as to which action I'm working with. Happens in ver 10.5o & q, PC.

     

    Again thank you sooooo much.

  15. First, I repeat, Must add my cheers to Jim & Stephen for their wonderful Schlitzy Movie (see showcase): Absolutely Terrific work! both the model and animation, very, very envious of you both -

     

    And now please, please share some technique about animating with props. I am having the most difficult time (ver 10.5o, PC) with action objects and having them stayed "glued" to the character's hand motion - I am doing something very similar with a character trying to hold something in both hands while walking or doing other things (coincindently also trying to manipulate paper as well as other objects).

     

    I have tried 1) action object translated to a hand bone, with compensation, without compensation, 2) having the hand bones translated to bones in the prop, again compensate, no compensate. In all cases the prop/hands seem to drift apart with motion, and I end up having to re-position constantly. And it doesn't look all that convincing (as yours is brilliant).

     

    Stephen, What is your technique for animating? Do you work in the chor with the prop or in an action? and how did you get them to stay so attached? Did you use kinematic constraints? as well?

     

    Another problem I am having is that if I create 2 different actions each containing the same prop, and then drag to the chor, the prop disappears in the 2nd action! Huh? wha? Anyone else experiencing this?

     

    Please share the secrets... Thanks - Nancy

  16. Must add my cheers: Absolutely Terrific work! both the model and animation, very, very envious of you both -

     

    And now please, please share some technique about animating with props. I am having the most difficult time (ver 10.5o, PC) with action objects and having them stayed "glued" to the character's hand motion - I am doing something very similar with a character trying to hold something in both hands while walking or doing other things (coincindently also trying to manipulate paper as well as other objects).

     

    I have tried 1) action object translated to a hand bone, with compensation, without compensation, 2) having the hand bones translated to bones in the prop, again compensate, no compensate. In all cases the prop/hands seem to drift apart with motion, and I end up having to re-position constantly. And it doesn't look all that convincing (as yours is brilliant).

     

    Stephen, What is your technique for animating? Do you work in the chor with the prop or in an action? and how did you get them to stay so attached? Did you use kinematic constraints? as well?

     

    Another problem I am having is that if I create 2 different actions each containing the same prop, and then drag to the chor, the prop disappears in the 2nd action! Huh? wha? Anyone else experiencing this?

     

    Please share the secrets... Thanks - Nancy

  17. Ooo Ooo ... My turn...

     

    Just figured out how to EASILY get my character Models on a flat white background, where the groundplane only shows the shadows of the models - without doing shadow buffers, alpha buffers, and recompositing in another program:

     

    In the Chor -

     

    1) make the Camera have a Rotoscope that is a plain White square (or any color or any image of your choice)

     

    2) Make the ground plane model be a Front projection Target, Flat shaded, and accept shadows (do NOT say shadows only)

     

    Render away, et Voila ! The trick seems to be the ground plane has to be front projection target ... if you just set flat shaded - no shadows show up on the ground.

     

    Oh I am sooooo happy. (or perhaps I'm so simple minded, that it took me so long to figure this out with all the bewildering array of options)

     

    Nancy

  18. For example, I don't want the cps to move out from the surface as I try to make the corners of the mouth of a character into a smile

     

    Hi - I have not tried this but noticed on p.136 of manual (ver 10.5) there is mention of using "translate constraint keys" to constrain movement to specific axis or direction. I have used 1, 2, 3 for xyz but just noticed new that 4 - constrains to one of splines intersecting cp, 5 - constrains to other spline that intersects cp, 6 moves cp perpendicular to surface - sounds promising ? - Nancy

  19. So, the question is how can I perserve poses with a model when I copy it and place it in a new model space?

     

    Hi - I believe I have done this (i.e., haven't re-verified) by importing the model rather than copying & pasting. I also use a bone to control the closing of the eyelid rather than manipulating the CP's manually (don't know how you are doing it - but that could be a problem). My structure for the eye unit bones is:

     

    Eye Unit Bone

    + Eyelid Bone

    + Eyeball Bone (for orienting pupil)

     

    After importing, I translate/rotate the entire Eye unit to the correct position in the model (using the special manipulators and the ctrl key), as well as put the Eye Unit bones in the correct place in the skeleton hierarchy. The Poses should be in the new model. Tho, I find if I have made the poses go from -100 to 100 I have to reset the settings in the new model - but the extremes in the poses seem to be there (a bug?)

     

    Hope this helps - (and hope I didn't dream this...)

     

    Nancy

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