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Hash, Inc. - Animation:Master

NancyGormezano

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Posts posted by NancyGormezano

  1. I took Serg's project, and added bones as Laoxiang did to the model. But I "automatically assigned bones", and then I went into an action and dragged last bone in the chain all the way to the left, so that scroll laid flat (preparing it for decalling). I could have also have done it in a pose.

     

    An unexpected consequence was that with the moving of only one bone, the other bones followed and created an automatic very pleasing animation for unrolling of the scroll. Neat.

     

    (this was my first attempt at using Active Presenter screen capture software - free software suggested by Rodney, I believe awhile ago? was a little awkward because I'm a newbie to it, but works very well)

    scroll.mp4

    SCROLL.prj

  2. What I would do:

     

    1) save all the chor(s) that are contained in the project to separate files (*.cho)

    2) start a new project

    3) import all the saved chors into this new project

     

    only those images that are used will be imported.

    • ____ 1
  3. On frame 198 the light (and the associated lens flare) abruptly turns of. When appearing again (in frames 234-250) it gradually comes into view (as it should) when the smoke disappates (is that the right word?). Why then the suddenness when the smoke covers the light, and how to adjust this, I wonder?

     

    I haven't looked at your video yet, nor have I experimented with lens flare and particles (other than hair) -

     

    but perhaps you don't have the correct settings for the lens flare to NOT turn off/fade when behind, (or leaving view, or aiming away). It works for models with hair for sure

    FlaresettingsOFF.jpg

  4. Thx for the replies :-) ! Maybee it would be a good idea to have an option to switch of light representation altogether in the real time rendering? It is a bit awkward to have to switch individual ligths on and of all the time, to be able to see properly...

    Perhaps you are looking for the "Use Front Real time light" - it only applies to realtime view and you do not have to turn on/off any lights in your scene. It is a property of the chor. You might have to toggle it sometimes, after doing an onscreen render.

    usefrontRealtimelightOFF.jpg

    usefrontRealtimelightON.jpg

  5. It might have been funny if they had an extra set of arms (being insects and all) so the one on the left could have a guitar in the lower pair and and a little ukelele in the top pair.

    yes - excellent idea! That would have worked better. I guess since I had done some bugs with 2 pairs of arms early on, I found those models ugly, awkward,not cute. I didn't want to uglify the bee character. But in this case, it would have worked wonderfully.

     

    This was actually a last minute image that I did. Had almost not entered, even though I had done a lot of the models way back in June. I had lost interest in the subject - the perils of starting too early and having too much time to work on an entry!

  6.  

    Hmm...converting the dispmap to greyscale didn't make any difference for me? But thanks, David :-)

     

    What I did was change the image Mode to grayscale using GIMP...I don't think just changing the blue color to gray would fix it.

     

    Hope that helps, Tore.

     

    It may help the computational error - but I've always used RGB mode images for displacement without problems. I think A:M uses the luminosity value for the computation of displacement, regardless of color.

     

    However - In Tore's model, it really looks to me that the displacement image (sigm_krop_Default.png) should be part of Decal1 container (body patches) and NOT the Decal2 container (head patches). If you look at the image, it shows the body, not the head.

     

    I also think what he meant to do was have nytestangular_Default_disp.bmp be the displacement image for Decal2 container (head). I've converted the .bmp to a jpg in order to upload it here (2nd image).

    sigm_krop_Default_disp.png

    nytestangular_Default_disp.jpg

  7. I think the mapping for your displacement image is strange and wonder why you are using it? I substituted it for the color map just for illustration purposes to show how it is being mapped. (see 2nd image)

     

    Perhaps you might want to use the ConcreteStucco image for both displacement and bump? I think it looks better, more texture. (3rd image)

     

    Or even use the sigman hoved col image for displacement (50%) - see 4th image? Looks better to me.

     

    As for why A:M takes so long using your original assignments? who knows? I suspect it's just a quirk in math related to camera angle and weird displacement calculations, on an extremely dense mesh. (also not sure why it has to be so dense, other than it came from another program)

    original.jpg

    funnydisplacementimagemapping.jpg

    concreteDisplacement.jpg

    sigmanhovedcoldisplace50.jpg

  8. Just noticed this free Lynda.com video (Insights with a Game designer Brenda Romero), which might be interesting for your daughter to watch.

     

    I have not watched it, so it may or may not be relevant. An excerpt from their blurb

     

    There isn't a time Brenda Romero doesn't remember working on games. She began tinkering on her own at age 5, and was employed full time at 15. Now she's an award-winning game designer, artist, writer, and creative director, and the longest continuously serving woman in the video game industry. In this Insights interview, we ask Brenda to look back on her career and answer the questions aspiring game designers really want to know. Do you need to code to build games? What is the impact of independent developers on traditional gaming? How does mobile affect game design?

    Combining inspiration and hard-won advice, this course shows there is more than one way to approach game design and break into the industry.

     

  9. according to wiki:

     

    27000 in SF, 14000 Detroit. So It was significant number.

     

    I might have also have gone to Boston Siggraph (1989, 27000) - but it's not as "vivid" an experience in my mind as the other 2 conferences. I know I was there for work at least once, and we didn't have any contracts there, so it must have been, probably was for Siggraph.

  10. I suppose it's possible that in an imported OBJ the property of Peak/Smooth is somehow being written oddly.

    I believe Kevin did say he had used the "snap to surface" feature with the imported obj, when laying down new splines. My guess it would be the "snap to surface" that is possibly creating the problem.

     

    Hard to tell from his description of his process.

  11. Attempt to combat creeping Silicon Valley hipster irony...

     

    The key words "MUST", "MUST NOT", "REQUIRED", "SHALL", "SHALL NOT",

    "SHOULD", "SHOULD NOT", "RECOMMENDED", "MAY", and "OPTIONAL" in this

    document are to be interpreted as described in RFC 2119 [RFC2119].

     

    hoo-hooooo!

     

    This, young man, is exactly why I retired from the exciting world of government contracting at an early age.

     

    Government spec document writing requirements in engineering would bring me to soft sobs and eventually loud wailing in my regulation sized, windowless cubicle, wondering "what have I done wrong in a previous life, to suffer this anal-retentive drivel?"

     

    Soul-sucking conformity in document writing has been around since the "dust ages".

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