-
Posts
7,863 -
Joined
-
Last visited
-
Days Won
15
Content Type
Profiles
Forums
Events
Everything posted by NancyGormezano
-
model doesn't disply when opening project or cho
NancyGormezano replied to Roger's topic in New Users
Yes that is normal, if I understand you correctly. After importing the chor, you must double click on either a model, or the chor for a window to open, if you are just saving chors. This is different if you are saving projects. Saved projects will open up with the same windows open, based on what the window state(s) were when you saved it. -
Turning my Warhawk BattleMech
NancyGormezano replied to bubba's topic in Work In Progress / Sweatbox
That would only change the default method for new curves I believe. You can not just delete the w curve from existing curves as there is not a 1 to 1 correspondence between the x,y,z of quaternions and x,y,z channels of euler angles - but for existing curves, you can right click on the rotation property of the model or of the bone and choose convert driver to/euler. Then it will be setup properly, and you can deal with only 3 channels. -
Have you done any cp weighting first?
-
How to speed up rendering...
NancyGormezano replied to new guy's topic in Work In Progress / Sweatbox
Ooooo...nice pitchurs! - well done! Thanks Matt -
beam up idea rough draft and update
NancyGormezano replied to johnl3d's topic in Tinkering Gnome's Workshop
Nice! -
Turning my Warhawk BattleMech
NancyGormezano replied to bubba's topic in Work In Progress / Sweatbox
A:M defaults to use quaternions to compute orientation (rotation) as opposed to Euler angles (roll, pitch, yaw). You can change the default method tools/options/Action/Interpolation. Quaternions use 4 coefficients, versus 3 for eulers. You can choose to change the interpolation method of existing channels by right clicking on the rotate/convert driver/euler. It is easier for humans to understand euler angles, versus quaternion values. Quaternions are traditionally preferred for computation because they handle gimbal lock. The math to convert between quaternions and eulers can be googled. Quaternions are not easy to describe but here is something: http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q60 -
There is a Robby Model rigged with the 2008 rig in the Example_Models.zip located in this post Robby could be Stewie's twin.
-
Happy Birthday Laddie
-
Turning my Warhawk BattleMech
NancyGormezano replied to bubba's topic in Work In Progress / Sweatbox
I vote for zombies or hoarders -
Displacement map shading behavior
NancyGormezano replied to robcat2075's topic in Work In Progress / Sweatbox
It can change/augment the effect if you play with different %'s for the bump - I made this one 1000% versus previous was 100%. Just More tweaky for deaky. -
Displacement map shading behavior
NancyGormezano replied to robcat2075's topic in Work In Progress / Sweatbox
Hmmm...I noticed that if I applied the decal straight instead - ie, not reversed scale like you had done, that it would display correctly - I would say reverse your image in photoshop. Originally I thought perhaps because the hole hadn't been closed (so I closed it) - but it seems more related to reversing the scale (-1390%, 1390%). I also added a bump to the displacement. myCoin.mdl -
Turning my Warhawk BattleMech
NancyGormezano replied to bubba's topic in Work In Progress / Sweatbox
About seven years ago they took down their six-foot fence and put up a nine-foot fence. Umm...There wouldn't be any razor wire on top as well? perhaps? And is it surrounding a large concrete "mansion"? -
You must have both a color map as well as displacement, or bump, if you wish to see an image on the surface. Otherwise you will just have the surface color show. I am assuming your surface color of the group (or model's surface color) is set to white.
-
ACK - guilt??? Hoo hooo...I'll bet my guilt baggage trumps yours, hands down. My intention is to describe my impressions, with no guilting & with no requirement to do anything about it. Only if you agree, otherwise ignore. So that being said: for the Sneeze & Bokor clip - looks a little better, could still use some subtle hand, finger movement, unconscious but meaningful body language gestures consistent with their dialog. I wasn't suggesting the arms should come down, but there could be some subtle turning of the wrists, twitch of the fingers (noticed that you took out Sneeze's hand flip, unfortunately) The new clip, in contrast seems floaty (as opposed to stiff), as if they are all swimming into their next move, especially the monkey. My impression would be that monkey movements could be erratic, deliberate, nervous, twitchy, crazy or juvenile like. Think of your nephews? As for Flemm and Bokor, their movements could be more deliberate & could use some holds, before they move a bit snappier into their next pose. It's coming along!
-
I do not understand the statement "cannot reassociate decal to model". Do you have decals turned off? Is there a decal container in the model (BakedSurface) that has Images bs_color, bs_specularintensity, bs_bump, etc? When you import the baked model - do those images not get loaded into your project? Where were the images written to when you baked the surface? Were you able to render the baked surface model after baking, after deleting material, but before restarting? Does it not work only after restarting? Ie can you render before shutting A:M down? Have you tried with any material other than dark trees type? eg gradient? here's my steps: new/project 1) create or import sphere model 2) import intsoftLeather Material (or create new material and save material). I am not working with embedded material. 3) make a group of all cps 4) drag material to that group (I am not dragging to the model - but to a group) 5) save model - call it prebake - do a quick 1 pass render (no AO) 6) save project somewhere (important because thats the folder where the jpg images will be saved) 7) right click in prebake model - bake surface (I shift clicked and changed resolution to 9, and checked overwrite existing files) 8) you should have images show up in project, and a decal container show up in model, that points to these new jpg images 9) delete the material from the model (do not have to delete from project) 10) save model - call it baked 10) render the baked model (do a quick 1 pass no AO) - decal should show up start new project (no name) import baked model it should have the images, decal containers come in with it. ver16 release, 32 bit PC
-
Strange - if the decal is there, and the decal image has color, then perhaps the mapping is not correct from the baking? Or there is a difference between 32bit and 64 bit ver 16, or perhaps the resolution of the image map isn't sufficient? If you want - post the model, with the material. Can you get it to work with just a simple model - eg cylinder, sphere?
-
After you bake the surface, you must delete the materials, (and any of the other decals, besides the baked decal, if there are any), then save the model (new name). Baking the surface does not delete any materials or any of the other decals, from the model. You must do that manually. It sounds like when you rendered, you were rendering with both the baked decal & the material on the couch, thus the increase in time. From your description, it does not sound like you re-rendered after you deleted the material. Yes, the model will look different in the model window after deleting the material, but the baked decal only version should render close in appearance (but not exactly exact) to the material only version, with a reduced render time. Eventually you might want to tweak the bump map/percentage for the decaled version. And you might want to delete some of the other maps, if they aren't doing anything - ie transparency, spec, ambiance. (Not necessary to delete, however). Your new interior is looking good! (if you still can't get render time down after deleting material, then something else is going on with the couch probably, would need to see model)
-
I just tested pc, ver 16 release 32 bit, intsoftleather material versus decal version of it, for both regular AO and fakeAO. decal was always faster. I am also interested in this - so that is why I am also testing. EDIT: Note that I had 2 test objects in the fakeAO test, versus only 1 in the real AO test. So render time for fakeAO probably would have been half of what I posted, had I only used 1 instance of the model (ie 38 secs for material, 14 for decal)
-
I like! I like! yes, a vest and hat would plus it even more.
-
Are you sure you removed the dark tree material after you baked it? It doesn't make any sense that the baked decal version (of the darktree material) would take longer than the unbaked material. But I guess it's possible...??? Which Darktree material was it? Not all materials are the same, render hit wise. Did you have other things going on? like sss? hair?
-
Nice! I will assume this is first pass. The following would be my impressions, thoughts (don't know if/what is planned for polishing): I find it hard to connect the voices to the characters. Perhaps some "in character acting" would facilitate making the voices connect more. EG, gestures to indicate "clueless, refined Brit" for Flemm, and some "stereotypic" Indian culture mannerisms for Bokor (eg hand flips), etc. Flemm has dead eyes. Darting glances, changes in glance direction, lids lowered, & moving some, perhaps asymmetrical expressions would make him come alive. Looks like mainly the brows have been animated, along with mouth parts for dialog. Also need feeling, thinking facial animation. Body parts appear stiff. Looks like hands, fingers, shoulders, head, torso have minimal (if any) animation. Walking looks like bobbing up/down. On first view I thought they were on a boat. How about some side/side, irregular motion, head looking round at environment, torso movement, finger motion, just enough to make them come alive. The sound track could use consistent backgound ambiant noise, starting from the beginning, not just when voices start. Perhaps ocean waves? I can't tell if background noise with voices is intended or not, but it sounds like the ocean a bit.
-
What materials were you using? I am curious as to what was causing such a render hit? Was it just decals?
-
after you've applied all materials, decals - right click in model window - Bake surface. A new decal container will be created. Additionally, jpg images/maps will be created for color, spec, ambiance, transparency, & bump (reflectivity?) and saved in your project folder. The images will be undecipherable to hooomans, due to mapping scheme, but you can then delete all the other materials, decals. Saves on render time, as well as ram requirements. Try it. If you shift click on "bake surface" you will get options to change the resolution of the baked image maps. I do not know if all materials can be baked (dark trees?). But all decals will be combined into one image. You can then delete those other "unbaked" decals.
-
same here.