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Everything posted by NancyGormezano
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wonderful layout, imagery
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yup - very beautiful!
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for any A:M files (which are text files) not in a zip file - you can right click on the link and choose "save link as" instead of clicking on the link - but what you did works as well
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Interesting Eric - I took the opposite approach, for this image - and thought that one would need smoother transitioning of gray values (from black to neutral gray) in the displacement image. So I blurred the image used for the decal even more, essentially anti-aliasing it, rather than use an image having sharp, stair stepping edges. I'll be curious as to how it turns out (this is 25 pass - with new image used for decal)
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If I recall, 13t might have had a problem with decals not covering the entire patch that they were applied - which may explain your edge showing As for graininess & AO - usually the more passes, the less grainy. AO is inherently grainy. I was using 15j plus - only did 2 and 9 pass, both with ai=100, ao=100. What did seem strange to me tho, even tho 9 pass looks less grainy - it actually took the same amount of time to render? Am I imagining things? EDIT: added 16 pass - took only slightly longer than 9 pass - but I changed the decal image to be a bmp (rather than jpg) to see if that made any difference
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I did a search on soccer ball and got this thread/post I did not check out the model that was there, so I don't know if it will meet your needs If not - use the search feature of the forum - and checkout the other threads, looks like there were others looking for the same thing thruout the ages.
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Yes and yes If you embed - however - and don't have separate files for everything - your project file can become quite large and you run the risk of losing everything if your project file becomes corrupted. I never embed unless I am doing a test, or I want to upload/send a project for someone else to look at
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Ah yes - now I understand Using an image (instead of the background color) for fog opens up many possibilities - here's example of using 2 different images for camera roto, and fog. Thom and the ground plane are both front projected. The fog near, far distances are set to behind thom Not sure what's going on with your weirdness and rotos
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definitely looks cool - neat idea. Poor thom. the sky/background is white because I am assuming your roto is white (the .mov was not included with project) - rotoscopes in the chor are used to fill up any areas that aren't filled by any of the models, in this case the sky. The roto is also used for the image of which to project onto models which have the front projection option ON. If you want the background image to be different from the front projection image - you might try having fog ON with a fog image (with the image different than the camera rotoscope). Have the start end distances for fog be farther away than the front projected models. Then you can have a different image to use for front projection as well as for background. Not quite sure why you had to front project Tom (why not make it a whitish/transparentish model?) - love the glow effect around him For something even more strange try making tom ghost also flat shaded as well as front projected - with white roto - you might get a melty look - depending on the lighting.
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here's a movie illustrating some differences in using fan bones versus different weighting schemes - it may or may not help here's the post where the project and discussion is located
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I also tried NOT using ocean rig - Just tried in chor constraining camera to a null with translate only, and found strange behavior when enforcement was changed. I also found that when the enforcement went to 0 (linear enforcement) - then the camera went back to its original position (if I had originally key framed camera position, and had started out with no compensate when originally constrained, and null and camera had same xyz). But right before enforcement became 0 - the camera was translating to somewhere else - was not obvious what computation was being done (tried in 15e and 15jplus)
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Well bless my soul! A genuine tied & dyed Girlrilla! Perfect for the Loveboat
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☼òø©äèãW♀♂♠♣♥♦♫♫♫♫♫♪♪♫♫♥ these are all symbols - that I was able to access from word (insert symbol) - all unicode - but I don't know how to create other than via word - and they seem to change after copying and pasting
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How about using an aim at constraint for the camera to some bone/null that is in the ocean rig model. Then you can modify/animate the enforcement of the "aim at" as well. Can use that constraint in combo with a "translate to" some bone in rig (that enforcement stays at 100%). I am assuming you are wanting some camera movement that will make us all puke? And then there always is hand animating - Brute force gives you exactly what you need.
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Did you get the new liteface rig and installation instructions as suggested here? - I installed the face rig, awhile back, and probably used the new version. I do not remember having any crashing problems - but I also was NOT using TSM2 for the body. I was using the literig for body as well.
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Nice clip ! You can use A:M to reduce/change size of your images - and stitch together and compress, as well as change the timing, add sound (who needs premiere?) If you have a sequence of images as jpgs, or tgas, import the image sequence into A:M(rt click images, import animation, select first image in sequence in file dialog - make sure image sequence option is checked in dialog box) 1) start a new chor 2) turn off ground plane 3) rt click camera - new/rotoscope - select the image sequence 3) set the resolution of camera - to desired size (to reduced size, or any size, any aspect ratio). Can also set timing of frames, change the frame rate, etc 4) set your render options to a mov - choose animation compression method for no compression (h264 is good for compressed) 5) render away (final 1 pass, no shadows, no reflections, no nada, etc)
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My favorite character modeling tutorial is the Marvelous Malo Modeling Method Cleared up many mysteries for me - sometimes the language is a lttle difficult (I keep saying I'll try to do a different translation - but - alas - not sure I could do it justice) - but the concepts/pictures/diagrams/steps are fabulously presented
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That is why I said in my previous post that you have to turn IK legs ON (hip null will then be effective, knees will bend, etc) as well as turn Hide extra bones ON (so that you don't grab the wrong bones/controls). The poses are located in the user properties/body rig section. After you do that it will be easier to see the remaining things that need to be done (eg cp's that didn't get assigned, better weighting, etc).
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fabulous rhino! - love the elephants as well
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The first thing that I notice when I bring him into an action is that you probably want to have IK legs default to ON, and probably want Hide extra bones ON. Do that in the model user properties and save it After doing that - there seem to be some cps not attached to any geometry bones, and you can do some better weighting. I didn't look to see if the geometry bones are placed correctly I don't think you'll have to start from scratch if you do the above - but you will then be able to see what's not working for you.
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Are you viewing in "shaded" or "shaded & wireframe mode"? (shortcuts: 9, 0 respectively) Are you sure that the cps are attached to the intersecting splines?
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I have to use CTRL key with any of the manipulators to move the cps with the bone. ALT key doesn't seem to do anything (for me).
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Nice ! (I always have to experiment as to which eye should be red/blue - this time it was that left eye red looked best to me - true for you?)