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Everything posted by NancyGormezano
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Make the outer edge a different group - and tweak the surface ambiant property of that by itself. Isolate everything into groups - background, letters, etc and you can go nutso tweaking. As for render time - I did a 640 x 480 - 1 pass - and it took less than 2 minutes. How many passes are you doing? Do the minimum # (2-3?) just to get an approximation - then up the number of passes to get what you like. (I don't typically go beyond 5, maybe 9) Make sure occlusion sampling is 30% (the default, in the occlusion settings for render). A higher number will make it take more time. The Ambiant Occlusion (AO) setting (in chor) should still be set to 100%, however. A lower number will take less time, and will have less occlusion as well. EDIT- and oh yeah - I just took a look at your render size - do a smaller resolution for testing - 1280 x 720 will take a long long time - try 640 x 360, or 320 x 180 for testing - much faster.
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I'm not exactly sure what you are going for - but I rendered this with AI= 100%, AO = 100%, Occlusion sampling = 30% = default, no other lights, no ground plane, only 1 pass (you would do more). AND I set ambiant intensity for the surface of the model to 20% - you would have to play with these settings to get the color/intensity you want for the background, letters. EDIT: the second image is with the surface ambiance = 50%
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Looks good ! One minor thing - when witch says Ha ha ha around 1:19ish, perhaps there should be some body, shoulder shaking, indication? Overall very good. I find that A:M Films plays slowly, haltingly - probably a compression, bandwidth issue. It happens on other films as well, but not all.
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How can you not render the x,y,z indicator on a "shaded" render
NancyGormezano replied to detbear's topic in New Users
AFAIK it is not possible to turn off the xyz. However you might try doing a 1 pass final with no shadows. That should be quick. -
Yep. All she needs is some sparkly spandex leopard print tights, with 6 inch heels.
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Try adding a simple background "plane/dome" to check that out. And as a solution as well, perhaps. Also - look at it in shaded/wireframe - might be easier to see what's moving - obviously the critter is moving. In shaded/wireframe or just wireframe you'll be able to see how the emitter, against background, water is moving. As for channel data, here's a very very WAG: Sometimes channels get "messed". Don't ask me how. I wonder if you might have a duplicate channel somewhere that you are not aware, that became a child of the wrong bone in the chor ? I have seen this in 14c, and beyond. But it usually happened with a more complicated Squetch rigged character. I have learned that this problem is less likely to occur if I have "show property triangle" OFF in Tools/Options/Global. Ie have the properties show up in separate window, rather than inline. Less chance of messing up in the chor.
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Have you tried deleting/inactivating things from the chor to see what might be influencing this? It's pretty hard to guess without a chor? Something is changing. What's changing when it starts? EG - Is there a ground plane (or rotoscope or something) under the water changing in altitude? and we're seeing the background or something else perhaps? Not sure how you are creating the waves (which look terrific, as well as the critter and his bubbles) Try to create the simplest chor where it's still happening by eliminating stuff.
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select the patch(es) - right click - flip normals
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That is good news - looks great! (it's probably toon lines that don't change thickness?)
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It will be under the surface properties of the group
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You've been lucky. But we may be talking about different situations. It's happened to me on TWO with the Goose, Scarebear and the rabbit. On SO - it happened with Capt Bill. In all those situations, the models had to be hand edited with a text editor in order to be fixed. The common thread was that in all those situations I was working with a chor that contained multiple instances of the same model and at the same time I was ONLY changing the images used for decals in the model. And then saved the model (probably while the chor was open) In all those cases the model file ended up with screwy code for some bone target that referenced some other instance of the model in the chor. I was not modifying the rig, Just modifying textures. eg: taken from an A:M report I submitted: the code in the corrupted model was: BoneTarget=..|..|..|redbear2|Bones|key Groups when it should really have been: BoneTarget=..|key Groups redbear2 was the name of one of the instances in a chor. It should not have been in the model file. I also remember responding to David (itsjustme) at one time when he experienced something similar (can't find the post). And I don't remember what he was doing at the time to cause it. I've learned not to edit models when I am working with multiple instances in a chor. No one had ever been able to find out why this was happening. I think we have some new info now.
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This has been around for awhile. This is how I setup the truck suspension rig. Also, I believe Vern used it in setting up his newton ragdoll rig. And now I'm beginning to suspect why models can get corrupted (has happened to me tooooo many times) when there are multiple instances of the same model in a chor, and one makes a change to the model (texture, etc), save it, and then can't use the model anymore in any other chor because data in the model now references the 2nd instance of the model in the original chor.
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IIRC, I don't believe they do - but it should be easy enough to check
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Had a chance to try your technique out - wonderful! But who knew that one could switch the constraint targets in a model's relaionship/pose to a bone from another model in a chor??? and have it stored with the model - Works terrifically - but sure hope that's not a "feature" that might get fixed? Was that implemented on purpose? Pretty tricky good. And finally figured out that the "aiming target bone" for surface constraint was in the tree model (aiming at the base of the tree model) - I was thinking it was in the terrain model - yet another "dim bulb" goes duh! I can see using this for better movement control for of course "marching armies", or "flocks" flying over invisible surfaces that form patterns (I found did not have to delete that temporary surface target bone - could leave it, so that can easily add more elements to the group) Thanks for sharing this.
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"Something old, something new, something borrowed, something purple"...Can't beat them old fashioned weddings! Flemm makes a truly lovely bride.
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Looks terrific ! Works wonderfully. Terrific render times. Reminds me of typical east bay hills (San Francisco bay area) in late spring/summer. It has similar density of trees, and the hills are starting to turn brown....Or early winter when hills are starting to green up. Not sure which set this is for ? So density, type of trees, coloring might be dependant on that...Or not. (Thanks for explanation - still not grokking it totally - probably because I don't understand surface constraints enough)
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Very clever indeed - looks great! However there's some stuff in your explanation that I'm trying to wrap my head around and not understanding: I don't understand constrained to GROUND plane...Do you mean the tree complex model is constrained to the terrain model via a surface constraint? - where the terrain model has an aiming bone? or multiple aiming bones (1 for each tree)? Not sure how you did a surface constraint for the tree model in a POSE? (in the CHOR? to the terrain model) - I understand doing the surface constraint in the chor - just not in a pose? Did you do multiple surface constraints - ie 1 for each tree bone? to some aiming bone in the terrain - or did you just do it just for the main tree and the other trees follow (but potentially dip below the surface?) If you add more instances of the complex tree model - wouldn't you have to do the constraints in the chor for the new instances as well? (not understanding the pose thingy again). Do you use the same aiming bone(s) as targets? or do you have lots of aiming bones ? Translate and rotate which model? the tree model? Or are you translating/rotating the aiming bone(s) in the terrain? I've never really played with surface constraints - but this opens my eyes to possibilities (ok, ok - maybe my eyes are still slits) Very cute!
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tres vrai, tres vrai ! But your smurf is improving quite nicely! One other thing that I would add is that it is generally better to model the mouth in a neutral position (neither smiling, nor frowning) for purposes of rigging and facial animation - it's then usually easier to get a wider range of mouth expressions
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Hoo hoo - very cute!
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fantastic!
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terrific, terrific, terrific !
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Alien barbells
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Representing action movement with blur
NancyGormezano replied to Eric2575's topic in Work In Progress / Sweatbox
GREAT! -
3D character on site w/ transparent background
NancyGormezano replied to flashawd's topic in New Users
That looks pretty good - thanks for the info.