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Hash, Inc. - Animation:Master

NancyGormezano

Film
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Everything posted by NancyGormezano

  1. It's been almost 20 mins. What's the hold-up?
  2. There are others among us who hesitated to ask and wonder as well.
  3. I did a mishmash hybrid of rigs. I went for simple, and something I could understand and modify. Lothario uses 1) modified literig for torso, arms, head, hands. I prefer this because it gives me "squetchyness"; 2) modified 2008 rig (for legs only) deleted the auto balance stuff, like the foot controls better; 3) modified literig face rig, simplified, could still use work on lid control. 4) My own dynamic tail rig, ear rig, whiskas. Ida is modified literig only, and modified literig face rig, but probably would have been better to do something similar to Lothario. At some point I could document what I did, if you or anyone else is interested.
  4. Here's to get you started. I only did 3 pass render - you will get less grainy, the more passes you use. pretty simple. start with default choreography, drag your model into it, use these settings to test, then tweak to taste choreography/Global ambiance type = global Color choreography/ambiance intensity, ambiance occlusion to 100% (set to taste) turn off all lights camera/background color/ white camera/render/ambiant occlusion = ON render (Multipass on) Turn on lights (turn off shadows) if you want it to look "whiter", or decrease Ambiance occlusion (
  5. I think this is excellent! It surprisingly caught my interest, as it wouldn't be a genre I would necessarily be attracted. I really like the quirkiness of the characters, the situations, and can see it has great potential for humor (not sure you're going in that direction). I have nothing to add, except - KEEP GOING !
  6. Thanks Jason for adding this - but I can't view it here in this thread, but I CAN view it from A:MFilms here weird.
  7. I sure hope you are backing up your stuff.
  8. Blah vista (I have no experience with it). I'm running xp pro. I'm stymied. I don't know what to suggest. Did you restart A:M after you switched to opengl (probably won't make difference) Did you happen to change the screen resolution right before you experienced this problem? Did you use a different version of A:M right before the problem? see here for what I experienced with trying different versions of 15 at one time. The versions interfered with each other. Did you install some other program before this problem? Something has changed.
  9. OK ...stabbing in the dark here...What are your Tools/Options/Global settings? I at one time did not have resizeable file dialog set, and are you working in OpenGL? I am using 16b 32 bit on PC. What are you using?
  10. Does this only happen with 1 project - or all projects? And didn't you just install a new video driver?
  11. That works, it bring in the image and then it lets me select the image as a decal. Just doesn't seem to want to do it directly. I don't know what you mean by "directly". One can import images (right click on images), drag images into the project workspace, or use file open. Then those images are available for decals/decaling. To get a decal, you can right click on Decals (for model) - select new, and a list of images (already imported or dragged) appear, along with the command to "Open" - which should bring up a windows file open dialog box. Or you can drag already imported images ontop a model and get a A:M dialog that lets you choose decal or rotoscope. However I am guessing that what you might be meaning is that when you right click on decals and select new, the list that appears for images already imported does not include some of the images that are already loaded? This happens to me when I'm working with an inordinately large number of images in my project, and I've been dragging them into the project space, rather than importing them. When this happens you choose OPEN (from decals/new/open). And you have to reimport them again (even tho they already show in the images folder) However are you saying that when you do that either the windows dialog box isn't working? or if it is, then you have to navigate to the windows folder where the image is that you want to use for the decal and you can't select the file?
  12. To get back to the original question: In case it isn't clear, currently, the answer is NO. You will have to do some extra steps and use that info in a compositing program.
  13. I'm not getting that boolean cutters would be a solution in this particular case. From what I'm gathering Adam wants to isolate just one model as it moves thru the scene. I believe this model cuts into multiple models? But not in a "boolean way". I was under the impression that this model is occulting other models - not necessarily intersecting them.
  14. If you render your image with 1 pass you will not get any antialiasing. But you will get the "jaggies". See up loaded pngs. I took the orange colored one into PS, and "selected" with 0 tolerance to get the 2nd png. My guess however is that you will probably have to render normally, and then at least do another render to isolate your "hole" object mask/matte. I did something similar (but not the same) just recently. I wanted to isolate some models from their background in an animation that had already been rendered, because I wanted to manipulate the background and ground plane, separate from the characters. I didn't want to rerender just the characters (would take too long). So I rendered the characters as all black 1 pass, and the background and everything else white. I used that as a tracking matte in AfterEffects as a LumaReverse plus the original render, and then composited that result again with the original render. I was then able to insert things in another layer behind them, but in front of the background.
  15. I forgot to add if you make your clipping object flat shaded, also make receive shadows = OFF (if it's been textured already, and front projected in chor)
  16. For me it's always easier, my preference to set something to flatshaded, can do it in the chor, least amount of twiddling on model. The results would be the same only if one turns off all the lights in the chor. If you want to render with lighting then the results are different. It was not apparent that he wanted to render without lights.
  17. If you have decaled your "clipping model" already, then make the "clipping model" front projected (in model options) - and use a camera rotoscope that is all one color, ie the clipping color, or your background color. It will render the model in the background color. EDIT: also make it flat shaded = ON, and recieve shadows = OFF If you haven't decaled, materialed your clipping object, make it the clipping color, and make it flat shaded (in model options)
  18. For the least amount of hand monkeying, and frustration with CFA, try to not have hooks or 5 point patches involving the center or "flip" spline. You will most likely have to fix up those areas manually if you do have them.
  19. I'd like rooftop #25. I am assuming one can use the whole outdoor set as well, as long as one doesn't violate camera pov "as seen from Stewart's room" - can be either zoomed in with binocs or wide angle. I won't do a quickie. I don't really think it's necessary. It will all fit together. There are going to be a zillion styles of characters, situations (ok ..maybe not a zillion, but a few), and if THAT can fit together, editing it together won't be all that big a deal. Eventually will need to know render size, render settings, due date. I intend to render the set once from whatever pov, render size, camera settings, and then use that as a front projected rotoscope onto the buildings. I will not use Ambiant Occlusion for rendering (takes tooo long), but will use fakeao. Everybody's a prima donna. Including me.
  20. The decal container determines how each of the patches gets mapped to the images (3D to 2D, or xyz to uv coordinates) - the mapping type algorythm can be planar, cylindrical, spherical Each image in any decal container can be a different type, but uses the same mapping as the decal container. The types are color, bump, spec size, etc, etc. You can have multiple images of all the same type, with varying percentages. The last image in the container will take preference if you have, for example, 3 color images, all at 100% Every time you apply the decal container to some patches, you get a new stamp. (All the image types in that container get applied with that stamp) You can stamp a patch with multiple decal containers, each having a different mapping type. The last decal applied will take precedence. So eg, you could decal the dress patches first using cylindrical mapping to cover all the surfaces for a general material color, texture (bump, etc). And then apply another decal, a planar type to just those patches that might need some special detail. The order would be to apply the cylindrical first, then the planar.
  21. The strip that appears without a decal is because ..uh...no decal has been applied to those patches, or more likely was inadvertently removed from those patches. Gala is an old, old model, and the old girl has been around the A:M block many times. Oh yes. My guess is that all the version changes have not been kind to her. If you select one of the patches that appears to be without a decal using the patch select tool (purple thing), and then right click on that patch/remove decals...you will see that no decals are assigned to those patches. You will have to redecal the dress, ie reapply the "pea"? decal (not sure which one). In ver16b, I do not get the option to recall the position for that decal container (planar, looks like the dress was flattened). However you may be able to hide everything but the undecaled strip, with careful positioning, and stamp with the pea container. If you can't get it to your liking, you may have to reflatten the dress, and reapply the map. For a dress like that, if you don't want to go the flatten route, I would suggest use cylindrical mapping, rather than planar, and all patches will get covered easily
  22. I had never heard of any of these before! The first idea that one comes up with (for anything) is usually the most obvious, and not usually the most creative. Demonstrates again to me how imperative it is to brainstorm (by oneself or with coworkers) with as many alternatives as possible, no matter what creative "art" field, or type of technological development one is doing.
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