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Everything posted by NancyGormezano
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4-6-4 Steam Locomotive & Tender
NancyGormezano replied to R Reynolds's topic in Work In Progress / Sweatbox
Nice example. I find it interesting that I prefer the normal map over the modeled! -
Oooo...yummy, beautiful colors & style!
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It already does that. Don't you get "tool tips" when you hover over a bone, model or null? Yes it does! hee heeeee! Funny I never noticed that before, as there is a bit of a delay before it pops up.
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With the liteface rig, you can position the nulls anywhere you want. It's a good idea of course to position them in places that make sense to you. In my version, I also removed labels, as I don't like the labels cluttering up the screen. That being said, even tho I have been using my own modified version of the liteface, and have positioned the control nulls to where I want them & removed the labels, I of course, still forget which null is which. But I don't find that a problem because, if I click on the null, it is highlighted in the PWS/time line as to which null it is. (FYI, once the null has keyframes, one doesn't have to turn the FACE interface back on again, and can manipulate the nulls by selecting it in the PWS/Timeline, just like any bone). EDIT: If there is interest - I can create a simple model for inspection (no decals, hair, materials, etc)
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Yes .... but why would anyone want to? I think perhaps the reason people build such clunky and inefficient interfaces in other programs is that they don' t have any other choice. Face rigs like LiteFace may not provide as much expression out of the box as that rig, but that's only because I wanted to keep it simple and fast. The more I look at other programs, the more convinced I am that A:M has a vastly superior constraint and animation system ... for those who know how to use it ... Agree 100% And the liteface rig is very, easily modifiable in order to get as much expression as one could ever want
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Multiple 'Phantom' Model Instances in Project Workspace Tree
NancyGormezano replied to genocell's topic in Showcase
The phantom roroscope folder/container problem seems to have gone away. Have not had it reoccur. -
I have a Billy bookcase! Actually I have 2. So guessing that since you are aiming this at IKEA, I would say it fits their style of printed assembly instructions: all pictures, no text, no language. Very clearly done. Would this be a video playing in the store? In our local IKEA, I seem to remember videos playing in certain areas. If a website: maybe some sound effects might be cute?
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elusive Bone Position Beast
NancyGormezano replied to robcat2075's topic in Work In Progress / Sweatbox
yup - true, my bad. I had thought I had selected a bone that had others lower on it's hierarchy, I hadn't, it didn't. -
2011/v16.0 Mascot Contest
NancyGormezano replied to Jason Simonds's topic in Work In Progress / Sweatbox
Maybe Jason is stuck in a snow drift somewhere? -
elusive Bone Position Beast
NancyGormezano replied to robcat2075's topic in Work In Progress / Sweatbox
Ah yes, of course. Silly me. But curiously: If you set a key frame with "key branch" it will set keys for lower in hierarchy (in my testing). However if you copy, paste with "key branch" with a subset of bones it will only paste and create keys for those that were selected (not the hierarchy). It seems to work the same as "key bone" for copy/paste, in that regard. I am trying in my current model to get the bad channels (with key bone), but am not sucessful. I haven't tried making a filter set in my test. I don't typically use the filter set thing as I have noticed in the past weirdness, but never pursued, nor tracked it down. I thought it was me and not understanding how it worked. The filter set feature looks like it can be mighty handy dandy. EDIT: I also haven't tried saving the project to see if it only pops up after a save. -
elusive Bone Position Beast
NancyGormezano replied to robcat2075's topic in Work In Progress / Sweatbox
I typically just use the "key branch" mode for both copying and pasting subsets of bones. Try that as well? Then you don't have to change mode. -
elusive Bone Position Beast
NancyGormezano replied to robcat2075's topic in Work In Progress / Sweatbox
Oy vey ist mir! To narrow down: 1) Have you determined if problem happens with just that particular filter set? or using filter sets in general? ie, Have you tried to select that subset of bones, without using the filter set to make a keyframe? 2) does problem (bone position channels) only show up after saving the project? if so, does problem still happen if you save the chor only, instead of saving the project? -
Multiple 'Phantom' Model Instances in Project Workspace Tree
NancyGormezano replied to genocell's topic in Showcase
It reminds me of Ye Olde Empty Rotoscope issue The fix was to open every asset in text editor and remove all empty instances of . I've never seen the phantom model issue before this post. -
I think he means he gets an asterick - indicating there is some change. I have noticed that on occasion, I will get an asterick on something but I ignore it, if I know I haven't changed anything. It is safe to ignore.
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I like both kinds. The "angel wings" gave him one personality, and it was more surprising, and different, which is what I liked about it. The "bat wings" are great too, and probably fit his style, personality in a more consistent, expected way. Very well done!
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Great progress, interesting, unique designs!
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When you say this I'm not sure what you are seeing. You'd have to point me to the evidence. When ver 16 RC starts up, it only shows ver 16. Help/About Animation:master only shows version 16.0. It has been this way for as long as I've been using A:M, I believe. Help/About in previous versions also showed which release of the version, eg Version 15.0j+. I don't remember seeing any year from the help/about. And when the CD is in, one never knows what image was on it. Version 15 CD, has no year on the image. Version 14, 13 had no year on the CD (I believe, would have to go dig it out). There is confusion even with years, versions having the same image on the CD (13, 14 eg) It really is up to whoever is making these dvd,CD's, help/about screens as to whatever they want to put on it, and if they care if there is confusion.
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FF 3.6.3 - even after clicking, didn't see a diff, I had to right click & choose "view image" to see. EDIT: I noticed the image is from modenstudios.com - perhaps if you uploaded gif to forum, it would work? However, I suspect would still have to click on it.
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Exactly.
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I like it!
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Decals don't significantly slow rendering. However, if you use very large sizes (high resolutions) for the decal images, and you don't have enough RAM, then I suspect there might be some disk thrashing going on (not sure), which will slow rendering. If you bake your decals, you can cut down on RAM requirements. Displacement maps can be expensive sometimes. I have my suspicions about bump maps, as it can impact render time when used with other types of materials, in certain situations (happened in old versions, not sure about current). The legacy bump map doesn't have this impact. Procedural materials, depending on their complexity, or type are usually more computationally expensive than using decals. The biggest contributor to render times is ray traced shadows, and render time increases with number of rays, number of lights. Ambient occlusion is expensive. Ambient Intensity is not expensive. Volumetric lights are expensive. (fyi, radiosity, SSS are big hogs as well)
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muy bueno, muy gracias! I converted your chor - now I will try one of my own. I am curious: Just what did I install on my computer? Seemed like a whole lotta stuff went somewhere when I first doubled clicked on the shortcut (gulp). Looks like it shall be a very useful tool - Thanks! EDIT: Just converted a more complicated chor & it worked a charm! Very, very neat!
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Happy big bouncing boo..er...Birthday Matt!
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2011/v16.0 Mascot Contest
NancyGormezano replied to Jason Simonds's topic in Work In Progress / Sweatbox
Just sent mine in.