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Hash, Inc. - Animation:Master

NancyGormezano

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Everything posted by NancyGormezano

  1. What Robcat was suggesting was that the order in which the constraints are applied is important I found that "aim at" followed by "euler constraint" works, but that "euler constraint" followed by "aim at" doesn't. It is also true that you can reorder the constraints in the "relationship" by dragging them in the PWS. And it is also true that once you've re-ordered the constraints - it is best to save the model, delete it, than re-import it. The changing of constraint order doesn't seem to "take" for me unless I do that. That is why I suggested something different, as I hadn't closed the model, but Robcats way is best. AimEulerWork.mdl EulerAimNowork.mdl
  2. Have an explosive, clothy, liquidy, hairy, treezy mayhemilicous safe Birthday, JohnL3d (aka Tinkering LemkeGnome)! EDIT: What could be more appropriate on this auspicious day than a trip down cow memory lane ?
  3. You may have better luck if you also use a "translate limit" constraint on your rear center NULL target (eg +/- cm for x,y,z), and have your rear center pad "aim at" the null (with no euler constraints).
  4. I am guessing that you didn't delete the material (darktree) from the baked model (the one with the decal) after baking. You were probably rendering with the decal & the material both on your model. I just tried it again. When I rendered 9 pass with AO - the material only model took 2:25, the decal only model took 1:46. When I had both the decal PLUS material on the model, it took 2:32. Here is a project with 2 chor (1 with material model, 1 with decal model) - try rendering both and tell me what you get. If you still get the decal model taking longer then something else is going on. comparebakedecaltomaterial.zip
  5. You have keyframes set on your model at frame 29.5 and at frame 30. When you go to render without hair, it seems to render frame 30. When you go to render with hair it is probably rendering frame 29 (or 29.5). Since you didn't include the hair material, can't check to confirm. Doesn't matter why, you will have to make a change. Do you really want a key frame at 29.5? Delete the keyframe you don't want & move the one you want to frame 29 or frame 30.
  6. The cylindrical map will always be applied as if you were applying it in front view, and centered in x direction, regardless of how you position the image before hitting apply. The y extents can be varied - but not the horizontal or x extent for the original stamp. It will always have a 3 x 1 repeat. So perhaps you are trying to do it from some other view, and trying to offset it in x in some way? After you apply the image with cylindrical map - you can then change the repeat & how the decal is mapped by using A:M's uv editor. But your best bet is to create the image to be used with the imagery that you want to be on the front centered in the x direction.
  7. I will add my confusion to what I think you might be trying to do: if you are trying to get CLEAN edges along your non-parallel wavy horizontal splines - you may find it easier to apply separate cylindrical decals to separate groups - In my example I've made 3 groups: top, middle, bottom. For each group - I select it, hide the others, then apply a cylindrical map decal - And I end up with 3 decal containers. You can then paint in PS or 3D painter the 3 separate images. I never did understand why you had made some of your horizontal splines wavy. There was no reason to if you were only going to use 1 image to decal it, but now I'm guessing that you probably wanted to use the splines as a guide for decaling?
  8. If you are in front view and have selected the null with the translate manipulator (N) - then you can only move the null using any of the "exterior" handles - you will not be able to move it from the pivot point. And yes you can move it in screen space in birds eye view from any of the handles or from clicking anywhere in the window. It's just the way it is.
  9. Oooo...looks great! Loved the water, lighting, and...the singing!...makes me wannabe a pirate too and sail the ocean...er...orange
  10. Looks great ! Well done! & thanks for the description of how you did everything. I for one though, am looking forward to the next scatalogical episode, in which I assume you demonstrate how this litter deals with..um...kitty poo?
  11. I took out the background rotoscope, and the background sphere - but left thom ver13 model (I did this in ver16). Hope this helps. wireturn2Cyellowthom.prj
  12. I am also running xp pro sp3, and I have my Control panel/system/advanced settings/advanced tab/Performance settings/Visual Effects/ Adjust for best performance. I have never had it be anything else. (ie, no other boxes for "eye candy effects" are checked)
  13. I have my PWS on a second monitor as an undocked separate window. I did look at yours in AMreports - that's the scene with lotsa hair, particles - that's an exceptionally taxing chor, and something weird is going on in that chor. And you are using 64 bit? It's marcos render that is more confusing with a simple scene (2 balls) that it gets hung up on so easily (he was doing 16 pass, 64bit also?). And as for Steve - I wonder if his is doing ambiant Occlusion (64 bit?)
  14. Yes they are, however - Shift-Q renders are "semi-final" renders - some properties, eg hair (depending on settings), "render to line", and others will not look the same as in a final render. The Q render gives a better prediction of the final render.
  15. I have not really noticed ever hitting a wall like that, but I don't do 16 pass renders. Nor do I close other windows in A:M usually (timeline, properties, pose sliders, pws, model, workbook mode - all open). My A:M windows are all docked, 1 monitor, nvidia 8600gts,256, screen res = 1162x864. You guys probably have a gigantus screen res? I can not get it to happen on my system (16ver32 bit). I have 2 simple decaled balls in scene, default lighting and do a "Q" render - 16 pass. finishes in 25 secs Do you really want to do 16 pass render? I always do something less, especially with complicated scenes, set it to 3 pass, then the Q render won't take so long (same scene took 2 secs), as it uses the camera settings (if you have it set for that)
  16. Ok - as my edit above says - I was able to get a depth buffer when rendering to openexr, using both render methods - multipass (1 pass or more) and non-multipass (antialiased) - which are you not able to do? And I agree - it probably is the openexr type of depth buffer that is being used by fakeao.
  17. I can get a depth buffer if I render to png format, using either 1 pass multipass or just final (no multipass). As far as I know - this is the buffer that fakeao does use. I rendered with alpha OFF, depth ON, save buffers ON, and got 2 files: xxxx-DepthBuffer0.png and xxxx0.png EDIT: nevermind - I see that you want to render to .exr? I think I misunderstood? However, I could also get an openexr file with the depth buffer and the color alpha just rendering with final (no multipass) as well as doing it with just 1 pass. 32bitver16
  18. Even tho you'll be going with dissolving in some video editor, I wanted to satisfy myself to see if it could be done all in A:M - I tried to get a full wireframe version transitioning into a full color version, using the "render as lines" feature. This could probably also be used with textured model, with a bit of tweaking. wireturn5Nomprenderlinescolorchangeh264sloloop.mov
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