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Hash, Inc. - Animation:Master

NancyGormezano

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Everything posted by NancyGormezano

  1. I have found that when that happens, I need to zoom in much closer to where I want to attach the hook. It usually works then. And yes, looks like you have too many hooks stretching that area. Depending how you plan on animating the face, you might be happier with some additional splines, spline rings?
  2. It means the shadow (ray tracing) computation will be spread out among the passes, taking less time to compute, but shadows will look less smooth (more grainy)
  3. Are you using kliegs with z buffered shadows or ray traced shadows? If kliegs with z buffered shadows - do you have "black" as shadow color? (shadow softness?, darkness?) If they are kliegs with ray traced shadows, why wouldn't you use sun type lights instead?
  4. Yes FakeAO works with kliegs. I have only tested with Kliegs that have z buffered shadows, where you can set the shadow color AND color of light. see here. I have not tryed fakeAO with kliegs that use ray trace shadows, where you cannot set the shadow color, you can only set color of light. I have no reason to believe FastAO wouldn't work with ray traced kliegs. Stian usually has a gababillionzillion patches in his models. Usually that means longer render times with AO. Your models look less dense patch wise. And using sun's with ray traced shadows is a render time hit as well (that's why Kliegs with z buff shadows are preferable if you can) Interestingly enough, FastAO looks better when there are more patches in scene/model. Low density patch models don't show the effect as much. The number of patches is not as big a rendering hit in FastAO as in real AO.
  5. Will be watching with great interest.
  6. I notice that I cannot get the audio synced version to play (never starts up). I CAN play the original "slightly not synced at the end" version, http://amfilms.hash.com/video/197/Building...irst-Rig-Part-2 and part 1 also plays fine. I love your tuts - they are the best!
  7. Does it have anything to do with the hierarchy of the bones? ie is eyebrowleftMiddleOrigin child of eyebrowleftOuterGeom or vice versa? I don't know nada about this never mind - just saw your post
  8. Excellent! Fun, fun ideas. This would be a commercial I would enjoy watching, and would catch my eye. Congrats!
  9. Very nice David - the rig obviously allows for just about any kind of animation that one could ever dream up. Squetch city galore ! Love the bowing and of course I am intimidated by all the cp weighting (ay caramba!). Don't quite understand the sleeve options - but didn't really try too much with it. I noticed that when playing around in 15j+, that I wasn't able to make Hand Gizmos ON as default, nor to have Spine FK-IK squetch default to 2%. I could change them in the chor of course, but just not have it be default. Is that only in 15j+? I was able to make switches OFF as default. Amazing !
  10. I think the public folder only allows the sharing of files - not folders - I believe you would have to put all the jpgs in a zip and upload the 3 zip files instead. This was my first time using dropbox, so I could be mistaken. And now I see that your jpgs are very small. Hmmm...my jpgs run about 200-300kb each. I must not have compressed them well (my tgas were about 800-900).
  11. I've had that happen - and I've found that the best way to get it back is to delete it from your chor - by deleting alllllll the references (indicated in red) under the camera data, then going to frame 0 and adding the roto back in. to add a roto - right click on the camera/new/rotoscope/pick the image
  12. lovely! Interesting lighting trick, thanks for sharing
  13. I've just emailed you - put it in a dropbox thingy I think you are missing Matt Campbell on your list (BigBooteBoy)
  14. Yeah! very nice! love the camera movement down thru the needles (amazing) EDIT: um.. Rodney - they all look like "she's" to me?
  15. One way to pre-register before using as an action object: You can create a temporary model with the part of the base model (eg frame) that you want to align your auxillary model (eg head light, or door, or ?). Align, scale the groups for the aux part, then delete the frame part, save out as the new headlight model (with headlight groups only).
  16. Thanks Sebastian! We aim to disturb... Holmes: I'm way ahead of you! The hand made papyrus and disappearing organic soy ink check is in the mailroom, to be on the next spaceship outta FedEx, along with all required forms in double triplicate, carbon copied both sides, blue mimeographed, bound with 1 inch borders, and standard fancy red vellum covers, 3 ring punch, and stapled on all sides, and in the middle. However, the brown donkey truck of happiness that will be hauling the stone tablets, will arrive the following fortnight. I thought it prudent to translate my dissertation into greek, latin, & hebrew. I would have done that sooner, but I needed a refresher course in cuneiform. Please disregard the coffee stains. Oh wait...the donkey...um...it might be more than a fortnight...those aren't coffee stains.
  17. Thanks Mark! Jiminy crikey-croaky, I fergot to give credit! Those ladies (descendants of the Toad in Scarecrow of Oz) sneaked in for a cameo. I hope the OAG (Oz Actors Guild) doesn't start a paternity suit.
  18. You can also start out with animating at 12 fps by changing the setting in the project property. You can switch to any fps at any time as well during your development, and A:M will remap the keys to the right frames automagically. You may have to do a "snap to frames" in some cases, eg like when going from 10 to 12 fps. Try it.
  19. Thanks dbl ! (I may call you dbl? or do you prefer dblhelix?) Yes, I chose step 2 instead of 1 when I rendered. And then of course when I imported the tga (or jpg) sequence into QT - I chose 12 FPS instead of 24.
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