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Everything posted by NancyGormezano
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Weird. Because I was able to render to QT with beta 5 (PC 32bit). Surprised me that I could because it was reported that you should only render to tga, png, exr to use depth buffer. Perhaps it was a fluke? Character looks good. Doing Shakespere, are we?
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I love the camera work, choice of cuts, actions. Love the music - Congrats once again.
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I found that setting AI=100%, AO=0% and having 1 Klieg (% intensity tweaked to taste) with diffuse=ON, spec=ON, NO shadows works well with FastFakeAO. You will have to tweak settings for FastAO according to your models, chor camera focal length here is with no reflections (not sure what Fakeao camera focal length was - probably 70) here is with reflections, but FakeAo focal length changed to 250 (probably too much)
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Wow! I agree, absolutely super-terrific! (makes me wish I hadn't added any sound to mine...)
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putting an object (model) into another object (model)
NancyGormezano replied to bubba's topic in New Users
Another way: If you have both models loaded separately, in the PWS, you can just drag one model onto the other. -
1) To make a spline EASILY pickable on a model: name the spline as a group in your landscape model, hide all the rest of the model. Do your path constraint and hold down the shift key when you pick the spline. 2) to switch which car model is constrained to the path without losing the constraint: rename "shortcut to model" in the chor to CAR, then drill down in the properties and change the model reference to the new car model there. path.prj
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Thanks peeps! Turns out I could use only 3 bones/side for dynamic constraints on the whiskas. My problem before was that I had weighted the roots of the whiskas 100% to the lip corner bone, instead of making it 80% weighted to the nostril bone, and 20% to the lip corner. That made the roots behave better. After futzing with that, I went on to try out dynamic hair. For the hair, I tested both constraint type and spring type hair. I think the constraint type will win with some tweaking. For those who were curious as to the difference between the types - the first example is Spring type, with 20% drag, gravity = OFF. 2nd example is Constraint type hair with 10% stiff, 1% drag, gravity = OFF. In both examples, the whiskas also have dynamic constraint ON - but I think they look a little too stiff, so will probably tweak settings. I am also noticing that FakeAO renders with QT files! yay! (I had thought it was only with png, tga, exr). SpringHair20Drag.mov ConstraintHair10Stiff1Drag.mov
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Thanks everyone - I very much appreciate your comments! @Bruce McWedgeeMan: I can't believe me. I am amazed that I completely forgot about there being a lion in "Wizard of Oz"... How weird is that? And even weirder, I was thinking of maybe texturing a quilted raggy patch heart on his chest...It's now become very obvious to me that my brain cells have been Hypno-Ozzifried for all eternity. Maybe I'll give him a quilted raggy patched brain instead ?....ooops...uh... Ah Yes. I was going to make each side have a dynamic constraint, along with a control bone (so that the group of 3 can also rotate from the base as a unit, independent of the face snozzle). But in my never-ending and never-clever pursuit of laziness and false economy of rigging-spline-time, I was thinking of only having 1 chain/side for the dynamic bones for the 3 whiskas. I will most likely have to add 3 chains per side. YES, once again, days have been spent, trying to get out of adding extra bones that would have taken me 1/2 hour (if even that) to add.
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twinkle or something like that
NancyGormezano replied to johnl3d's topic in Tinkering Gnome's Workshop
Tinkie Twinking! (now say that fast 3 times) Nice! -
Character was inspired by a cat we met over thanksgiving. Poor domestic long hair kitty had been given a lion cut by his owner. Was pretty funny. I also wanted a new character to build, learn from...was getting tired of stealing from others. Have to finish rigging, weighting, texturing, yada yada. Not happy with my IK legs. Will be looking at 2008 rig legs and try to incorporate something similar. Not finished with face rig. The mouth whiskers are giving me fits rigging wise. Can't quite figure out how to weight, bone so that when upper nozzle moves, the attached ends of the whiskers move appropriately. Have to add an easy to use tail rig. Have been working in 16beta5 exclusively, and it is performing marvelously. I love FakeAO.
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gradient mixer controlling material settings
NancyGormezano replied to johnl3d's topic in Tinkering Gnome's Workshop
love it! -
Très bon, bien sur! Je pense que épeler est "to spell" en Anglais. I haven't spoken French in 30-100 years? Took it in high school, college. I too am amazed at how much I do remember. And most amazingly, how much "google translate" remembers for me.
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Mais oui, mon cher, mais je ne sais pas comment on épele "aiguë"
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Oooo...neat idea - it's Moiré pattern (yay! I got the acute accent to show!)
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YUP - looks great!
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New Childrens Video Finally Completed
NancyGormezano replied to detbear's topic in Work In Progress / Sweatbox
Oooo...looks terrific! Congrats! And yes, the trailer is excellent, makes me want to see the rest. -
That's great ! - love the transformation - clever!
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cute - nice style!
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I got error message from photoshop (ver 6.01, PC): "Could not open Monitor_Logo.psd because an unexpected end-of-file was encountered". However, I was able to open the 07NewAMLogo.psd, as well as page_8x11.psd (in zip file) without any problem. EDIT: More than likely I won't submit something, but was just letting you know in case other's experience problem. Could it be my photoshop is too old?
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Thom with long cloth pants with cuffs
NancyGormezano replied to robcat2075's topic in Work In Progress / Sweatbox
nice jeans! nice cloth simulation, and the FastAO looks terrific. most recent version of FASTAO (aka FakeAO) found here Earlier thread with example tests, discussion of properties, how-to's found here FastAo (FakeAO) is a post effect plug-in that approximates the Ambiance Occlusion look - and is a bazillion times faster (like in minimal to none additional time for render) -
very superficial non-question; exploding stuff
NancyGormezano replied to dblhelix's topic in New Users
here's an example of John's: http://www.hash.com/forums/index.php?s=&am...st&p=331581 EDIT: here's another with project: http://www.hash.com/forums/index.php?s=&am...st&p=326382 -
very superficial non-question; exploding stuff
NancyGormezano replied to dblhelix's topic in New Users
There is a plug-in. which I haven't used, but I believe will take any model and create an exploded version - which you can then use with the Newton plug-in. right click in model window/plug-ins/wizards/Explode Rebuild model. My guess is that Johnl3d has used this, and more than likely you could find an example in his "Tinkering Gnome" part of the forum -
Not sure where I might find this option. Tools/Options/Rendering/Quality/shaded/show back facing polys =OFF
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Thanks for the info. Very interesting effect!
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cute! I am curious: How, or what did you do to get the "striped" type reflections?