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Hash, Inc. - Animation:Master

NancyGormezano

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Posts posted by NancyGormezano

  1. Adobe has chimed in about quicktime on windows (which they require for their video editing apps eg aftereffects, premiere?). They talk of developing something that would be native for their CC programs. Those of us using pre-CC versions will be out of luck.

     

    I too, use QT for stepping thru reference videos that I am analyzing for motion and using as potential rotoscope material.

     

    And like Robert, also for combining and compressing any sequence of frames that were generated from A:M. As well as for compressing sound tracks with the video. A:M does not do this well.

     

    I do not know of any other player that does it as easily or as cheaply ($29 for QT pro).

     

    I suspect we will be safe if we don't download vids from internet sources and view them in QT player. But many times the vids I use for reference have been "captured" from web sites, facebook, etc - so that might be a risk?

     

     

  2.  

    I guess what I'm trying to envision is the underlying purpose/usage for the process of flipping based on a specific origin.

    I can imagine some uses but am not sure of the specific purpose of your proposed plugin.

     

    In some cases it doesn't matter which way the normals are facing. However for some of A:M features to work properly, eg hair, some materials, patch images, rendering of 5 point patches - it is necessary for normals to be facing in right direction, ie not facing inward.

     

    For some reason normals get messed up during modeling, and it is a PITA currently to correct them - ie laborious. Gerald is looking for plug in that easily determines what is "inside" versus "outside" and to automatically make the normals point outward.

  3.  

    However if I go to a specific forum eg Animation Master and then do a search from the dialog box at the top - I get some results. I have had this problem for quite some time

     

    That does get me results. Only from that forum however. If I change the "this forum" option to "forums" I get a blank page again.

     

    yes. I find I have to go to each forum in order to see if there are any results. EG if I go to tutorials forum - I will see some results, different from when I was in Animation Master forum and did search there. Using Firefox 45.01.

     

    However I think I had reported a problem similar to this awhile back, when the forum servers? changed and I was no longer able to search and get results for all of my posts (search finds them, I just can't access them), nor am I able to get results when I wanted to see just my topics (search on my topics).

     

    EDIT: here is where I whined about not being able to see "my topics". problem was never resolved.

  4.  

    I can search on other terms and get results or at least "no results found" but a search on "treez" just gets a blank white page.

     

    Does "treez" do that for anyone else?

    Yes I get the same thing.

     

    However if I go to a specific forum eg Animation Master and then do a search from the dialog box at the top - I get some results. I have had this problem for quite some time

    searchtreez.jpg

    searchfromAnimationMaster.jpg

  5. My primary suggestion (not that you are looking to change anything) would be to make the letters of 'show and tell' on the board a bit larger as they are hard to read. I suppose an alternative to that would be to make the color of the letter contrast that of the blocks they are cut into (as if paint had been applied to them). Of course the small size does suggest that 'Haven' is using found items and use what was available... tiny scrabble-sized blocks with letters.

    Yes I agree - the letters are hard to read, they were bothering me too. I don't know why I didn't change them. I probably should have used a different font as well, and colored them differently to make them more readable.

     

    Yes the little critters are new - built on previous models, and the spider is also new, but a modified old model (from TWO? I think).

  6.  

    the depth buffer DOF (what FastDOF really is)

    I still am not understanding what you mean by FAST DOF?

     

    Do you mean using the depth buffer in some other program? or using the depth buffer in some other way within A:M to create depth of field effects?

     

    I can understand that rendering with MultiPass off doesn't work well for creating "blurring" due to motion, but for me:

     

    For creating the depth of field effect of a lens, the rendering looks great with multipass OFF. AND is also very FAST. (No use of depth buffer required, no 2nd step). The only thing set was the focus distance, along with near and far distances.

  7. this is with A:M's built in Fast DOF instead of doing it in post. This is done in v16...

    FAST dof? Hadn't heard of that either!

     

    Is Fast DOF = rendering without multipass?

     

    When I tried it in ver 16b/32 (frame 0) it took 2 secs with multipass OFF (first image)! and 24 seconds when using 36 passes (2nd image). (Have not tried in ver 18)

     

    Not only is it quicker - Multipass OFF looks better to me-

    LegosSpecNOMPDOF000.jpg

    LegosSpec36passDOF000.jpg

  8. Thanks everyone, I'm so glad that I get to/can use A:M for these monthly contests!

     

    I am hoping to do future images that look more painterly/hand drawn and yet still use A:M to do it. Most everyone else who is participating is doing hand drawn 2D (digital and traditional).

  9. And I just know you need another solution (this was done for a rotating candy cane) that uses a decal

     

    if you want more stripes on the pole - just increase the cylindrically applied image repeat count to 3 x 5 (or more, instead of the default 3 x1).

     

    The image used for the decal can be painted to include multiple colors, just as long as the image is tileable horizontally.

  10. Excellent, wonderful character and texture style, cinematography, lighting, sound track! I am in awe. Bravo!

     

    Wonderful suspense building of story, kept me watching, wanting to see more...

     

    My one critique: ending (for me), needed a bit more resolution as to "why", or some other "surprise". Perhaps I should blame it on Dickens?

  11. I have noticed this crash/bug when copy pasting in some version (not sure which?) of 18. I haven't tried lately - but I'm thinking that the crash would occur if I used ctrl C and ctrl V but not with edit/copy and edit/paste or perhaps vice/versa?

     

    It did NOT just happen in 18O with a simple new model doing it either way.

     

    For me, maybe the crash would occur when trying to modify a model which was in an open chor or action? Or when using opengl versus opengl3 or vice versa?

     

    Try closing any open windows in A:M that aren't necessary. Switch between opengl and opengl3?

  12.  

     

     

    Nancy said:

    the chor range for the chor action for the testspot light was from 0, 614. I set it to go from 0, 28.

     

    As near as I can tell, Tore's desire is to be able to have the Chor length stick to less than the length of the Chor Actions without changing the lengths of all the Chor Actions for every object.

    I'm able to do this but (I think) only when saving under a new Project file name... which doesn't make sense to me... so I'm investigating.

    NO

     

    that is not possible. The length of the chor is minimally set to the longest chor action. So NO, A:M can not do that and was not designed to do that, nor should it do that. It is not a bug.

     

    The range for his chor action for the spotlight was wrong. There were no keyframes set for the spotlight other than at frame 0.

  13. The reason your choreography length was being set to 614 was that the chor range for the chor action for the testspot light was from 0, 614. I set it to go from 0, 28.

     

    I also then changed the chor LENGTH to 29 and the play range to go from 0 to 60 and then I saved the project.

     

    I closed A:M ver 18n/64, restarted and reopened the project. The chor length stayed at 29, the ranges for the chor action for testspot stayed at 0, 28. And my play range stayed at 0 to 60. Yours may be different because I don't know what you have your play range set to (don't think that is stored with project?)

     

    The render range is still set in the camera to go from 0 to 87 which is what you originally had.

     

    hope that helps.

    test_lengthshortening2.prj

  14. I am not familiar with the series - but some quick googling came up with

     

    https://en.wikipedia.org/wiki/Snip_and_Snap

     

    "Snip and Snap was a 1960 British animated series from Halas & Batchelor. It was directed by the Danish paper sculptor Thok Søndergaard (Thoki Yenn) and John Halas. It featured the exploits of a dog (Snap) made of paper and pair of scissors (Snip)."

     

    perhaps this info can help you google further

     

    EDIT: another link

     

    this last link actually has images and a video

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