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Everything posted by NancyGormezano
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Project Workflow Question on scene management
NancyGormezano replied to Vertexspline's topic in New Users
I also prefer working with and saving chors. Primarily because I prefer to have more control over saving my individual tweaks and variations on materials, models, actions, chors. I do not like working with projects because when you save a project, it saves everything that has been changed (yikes!). I do lots of tweaking, testing of different combos, and it can be a disaster if I accidently save the project, and I'm not yet satisfied with some component of the project. I save my materials, models, actions, and chors all in separate files, and I will increment and save with a new variation number of the material, model, action, chor (in that order) only when I am really happy with the individual components tweak. I never embed anything while still developing. I might embed all when I am done and want to archive the project in a frozen state. -
wonderful!
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Perhaps you didn't see my post? or my explanation above your response didn't make sense ? EDIT: OK - I see you didn't see my response - also you don't need to define the relationship between the control bones and the geometry bones as it is already defined for you in the basic setup relationships
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The 2001 rig has the same finger setup as the rabbit's. To illustrate, I've unhidden the finger geometry bones for the rabbit's index finger. You would assign cps to your character's finger geometry bones in a similar way as the rabbit's. The control bones are used to "curl" and rotate the fingers, as it's easier than having to animate the individual geometry bones. This is defined in the basic setup relationship, by setting up an "orient like" relationship of the individual "joints" to the control bone.
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Congrats!
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More good story telling. You must be having a lot of fun with these.
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Nice test. I especially like the leopard spots.
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makes me laugh - terrific narration!
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Bravo! love it!
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Great looking character, love the render. What are you using, doing to get the felt look?
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Wow! What a treat! That has to be among the best animations done so far using A:M. Loved the combo of 2d, 3d elements, stylization, expressiveness All around terrific! Be proud!
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Very nice! Very evil. My only tweak would be to move that tie clip up a bit so that it wasn't so much straight in line with the pocket hanky, or make it something other than rectangular looking (eg. maybe a round skull tack). If this is to be an animation, then probably wouldn't matter. But if it is to be only 1 still then it's placement/shape is distracting (to me).
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Ideas for the Next Community Project
NancyGormezano replied to robcat2075's topic in Rear View Window
Those were good sample scenes from Hitchcock's movie, which definitely support my suggestions. I was addressing Mark's last movie and his progress so far. It was not obvious to me that Mark was intending to go that route, ie how far he was going to take it, nor the plan for camera on this animation project. Nor restrictions on animations. Perhaps it was indicated what the eventual goal of set, etc is in some post in this thread somewhere? I was assuming set was still in the state of flux. Is the time lapse sequence intended for transitioning purposes mainly? Only? Hitchcock's movie doesn't just take place straight on looking at/thru windows. Wasn't clear to me that project was restricted to what Hitchcock did either. EDIT: added screengrab -
Ideas for the Next Community Project
NancyGormezano replied to robcat2075's topic in Rear View Window
Very terrific looking collection of buildings! I have not been paying close attention but it appears you are trying to go realistic, soooo....my immediate thoughts: 1) The main thing that bothers me is that it reminds me of abandonned buildings in the Bronx (beautiful ones at that). Adding some indication of window coverings: ie some randomly positioned curtains, shades, would help. 2) Not sure how the time lapse will be used, but if it is, lights should come on and off (at different times) in some rooms as night/morning approaches. 3) sky color/cloud/stars patterns could/should? change as the time of day changes. 4) The courtyard could use some litter & randomly placed items (laundry, kids toys), and maybe a couple of fire escape landings might have some plants, or other personal items. People could add their own props to courtyard if they choose to animate in the courtyard. I don't think you need to keep adding, unless you want to. I'm assuming the camera angle can be changed by participants? This set begs to be explored. I am assuming that animation is not limited to a room I am confused as to what the structure is on the top of the roof on the right hand side? I repeat - Great looking set! EDIT: (added examples of abandonned, random window treatments, lights in windows at night) -
Thanks Rodney for your explanation and sample composite. I was able to open your composite: Only by dragging it into A:M, as you pointed out (saw no way to import it directly). And If I selected any image other than a .mov type when asked for the file, A:M crashed. I think right there is another hint to why composite isn't used as frequently as it could be, in that it isn't as robust, nor consistent in behavior as other features. It probably never had a good shaking out in A:M reports. Similarly, I could follow your steps for starting a new composite (and as well have read Holmes tutorial). The trouble starts when one wants to experiment, change the ordering of mixing, add & delete nodes etc - Then all sorts of funnies start to happen. Many times, one has to start from the beginning. However, after fiddling, and then getting a stable fixed post processing combo/sequence of effects, one can see that the use of the composite feature can have benefits. It's the finally getting there that can be frustrating to new & old users in trying to use this feature. Thanks again! It did get me to relook at this feature once again.
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Fix for decal de-rezzing?
NancyGormezano replied to robcat2075's topic in Work In Progress / Sweatbox
Ok - now I know what you're talking about. Yes I have experienced that and I too have ignored it. I still think it has to do with A:M's interface to the graphics card, and not resetting/setting something. With all the bazillion flavors of graphics cards, I'm amazed it works at all. For a test, I opened my opengl tab in options and played with seeing what would happen if I enabled bi-linear filtered texture and yes there was a difference in real-time display. I did not see any change when I checked "antialias" option. When I clicked show all extensions - there were a boatload of other options (none of which appeared settable), many of which have to do with textures, compression, display etc It's anyone's guess as to which of those extensions may need to be reset/cleared/initialized in order to get back to original full res display. -
Happy Happy Day!
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Fix for decal de-rezzing?
NancyGormezano replied to robcat2075's topic in Work In Progress / Sweatbox
I'm not sure why you need to see the decal at a high res in the real-time, but I will assume there is a good reason. I'm guessing this display problem has something to do with how much memory your graphics card has, and that A:M does not reset some parameter in the graphic card interface, to reclaim memory, once the graphics card memory gets full. I'll bet if you restarted your system the problem would get cleared. I assume you do not have any other programs running either, like After effects, photoshop, premiere. If you do - you might try using their "purge" commands. They also chew up resources. Have you tried halving the resolution size of the image you are using? Many times I've noticed that people use gigantic images for decals, and most times it's overkill. You may be able to get away with a smaller image for rendering (ie instead of 4kx4k - go with 2k x 2k). Try it. I rarely ever go above 1000 x 1000. If you insist you really MUST have such a large image for rendering, then a workaround could be to use a downsized image as a proxy, and switch it out when you do your really, really, final, final rendering. I do remember there being a thread about how to get the realtime view back when this happened, but can't remember what the "trick" was. I think KenH might have reported it, or might have suggested a solution. I can't say I've ever found it a problem myself. -
Yes indeedy, the models look very well done!
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I am curious as to 1) what software did you use to capture the original vimeo clip of Lady and the tramp? 2) How are you using post effects? I assume you are doing a composite (assuming with a tga? exr? mov? sequence)? of lady and tramp. Can you show a screen capture of your project/composite hierarchy? I always gets confused by the order in which one does a composite, specifically how to add/combine hierarchy of post effects. Very confusing to me, so I am missing something critical in understanding the workflow.
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Nice trophies! Congrats!
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Double Ha! and I raise you a hee hee!
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looks terrific!
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More dilemma for me (all 64bit): Shelton: 2:32 for i7-960 (3.2GHz) ver 16b Bobbesch: 2:44 for i7 2600 (3.4GHz) ver 16b Illidrake: 4:30 for amd athlon 250 (3.0 ghz) ver 16 rc02 Illidrake: I noticed a speed up in rendering when I went from A:M RC01 (32 bit) to ver16b (7:19 versus 6:01). You might also see a speed up in 16b for the 64 bit version? Would be worth a try!
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whew...that's a relief...given that I last thought about this in april, one might conclude I'm into the waiting it out thang ...