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Everything posted by NancyGormezano
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2001 - A Space Odyssey - Modelling the Discovery
NancyGormezano replied to Tralfaz's topic in Work In Progress / Sweatbox
Al - That IS nice... even makes a wavy line slouch-junkie such as moi want to go straight! (and your signature cracks me up - How true, how true. Reminds me of the BS that my husband thinks I'm buying about all those bargain "Toys R Mine" acquisitions of his) -
Myron - you would be better off adding a bone to the lever and rotating the bone. As you have it, you are moving the cps in a straight line - so it is an illusion that the lever is being scaled. You would have to move the cps in an arc. But better to use a bone - much easier powerswitchbones.mdl
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This mass takes one look at the size of the download for any animation - and I usually won't bother if I see greater than 7-10+mb, but it also depends on who posted. I especially won't look at a 3 sec animation that weighs 20MB...AND especially if I have to wait for it to download completely before it starts (can recompress in qt pro for quick start options) My screen rez is 1162 x 864 for a 19" crt. I use 320 x 240 (or 480 x 360) when I render my tests & will rerender to 640 x 480 or 720 x 405 when I post That said, I liked your animation, and it played without a hitch on my system - but the controls were off the screen. This is a pain if you are doing tutorials, and render these huge formats - I will download first (if it's not monster weight) and resize it in qt pro so I can view it. Youtube sizing is good enough.
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He turned out well! Cheeks are a tiny bit creased...but he shows improvement and great character. Did you try the Lite-rig? TSM2? 2008? Not sure what the "nightmare" was - the face? Show your problems and more than likely someone will chime in (that is, someone who has more knowledge than I)
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very cute, effective! howdja do the little crumbs?
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NO - NO - NOT TRUE !!! I am very interested - Eventually I will be installing this in a model I'm doing (including the light rig). Not at that point yet I tried installing face rig in the toad/frog for practice - but ran into some confusion, and I was reluctant to ask for help at the time. I installed some of face but not all of it. I found that there are 2? versions of the face rig - specifically how the eyes operate - and that the lite face seemed to be installed in different places in the hieracrchy. Ie if I recall, Bumpy face works differently than Gloria? or Bumpy was different than Robbi? - can't remember exactly. Eventually I would love some help when I run into trouble. I love the way the lite rig works, and I love the face controls as well. I was even able to scale the lite-rigged Robbie model (ie change torso, legs, arms proportions) and still have it work - didn't have to reinstall. I find this an easy way to use the re-proportioned Robbi as a proxy template for more complicated models - and then just wipe out robbis geometry, and substitute my model - and then I just have to assign it's cps to geom bones.
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Recent jobs done with A:M
NancyGormezano replied to John Bigboote's topic in Work In Progress / Sweatbox
very nice Matt! -
A:M only renders what is in camera view. It does a culling process first, to determine what's in view - this is relatively quick. The render time is is more related to "what percentage of the final image screen has to be computed" - If a resultant image has 100% of the screen filled - it will take longer than something that has 10% of the image filled. Eg. same model seen close up (fills 80% of screen) takes longer to render than same model seen at a distance (10% of screen) Render time will go up if you are using lots of lights with lots of rays with raytracing shadows, and/or reflections, and/or complicated materials (lots of depth, fractal, fbm, etc), and/or Ambient Occlusion, and/or dense hair, and/or other particles. And/or some other things probably...(eg size of image, number of passes) HOWEVER - you will start to find that your modeling process, ie your realtime response will start to bog down as you add patches/detail to your model and get up around 10000 +. At that point you can choose to make separate models and add them to your base model in the chor, or in an action (as action objects).
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Hmmmm...I hope you don't mind - but I couldn't resist. It's not clear how your mushers will be used on your web site: full page? added as accents only ? with text ?, other imagery? So I played - assuming it's a background for a page with some text. Hope this is food for thought when you come back to this. I liked the black & grey/taupe backgrounds to start (I used grey) - here's what adding color does (deeper, richer, more complex mixtures). Color always plays on feel rather than logic.
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If you want to keep the art nouveau look - then the black background is the way to go. The white has a more tooney feel. The blue is bleh. A different blue (more turquoisey, more vibrant, maybe with a green-turquoise gradient) might work, if you are wanting something "naturalish but still arty". And then of course - you might try a coppery, or a regal red, or a deep purple or a deep rich forest green background - or variations that include gradients of those colors if you want high impact.
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very Fabulous OF COURSE! I'm curious if you will be adding the statues? Any plans for textures/materials? I'm also curious as to how long this takes to render? And what are your settings? (I'm assuming you are using 100% AO, AI) Will you be using this as a target for your trebuchet ? I had to ask. Amazing.
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Fabulous stuff! I love your Art Nouveau style -
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Great model - excellent likeness
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Well done! (I see a great future for you in designing ladies dainties someday... )
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yup funny!...made me laugh...Even tho I knew you were going to do a take-off on "dead parrot" - I was surprised by the twist that you came up with
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Bless you, child. Looking good!
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Sounds like you might have already done the install if the the constraint poses are impacting the visibility of geometry bones? no? (I can't remember exactly the steps - so I am probably wrong) BUT - my main question is - why smartskinning? Did you find that CP weighting wasn't good enough?
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As I said previously, after being fortunate enough to see it in San Jose - I loved the original sound track, thought the subtitles were beautifully done, and thought the style of animation was perfect for the perfect look of your characters, backgrounds, rendering style & story. It's unfortunate that there are those who wish to force the beauty of individual styles into a familiar box. Where would innovation come from if everyone kept copying ? It's wonderful to hear of your continuing success! Best Wishes - Nancy
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How to use photoshop and AM t make a cool image
NancyGormezano replied to Walter Baker's topic in Work In Progress / Sweatbox
You are right. Ver 15 does not work the same (as shown in tutorials) because compensate mode is by default ON. In previous versions it was OFF by default. Turn it OFF before selecting your target, if you want him to translate/move to the target bone/model. -
She's very cute - you'll probably need some eyebrows if you want her to be expressive. I like your economy of splines
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Screw head tut with keyboard shortcuts
NancyGormezano replied to Eric2575's topic in A:M Tutorials & Demos
Well done! (as was your other tute). Your pace is just right. -
Wowzalicious! Soooo...how many toothpicks...er...patches are you up to ?
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Yeah! I like that ending - just enough edgy... AND, I meant to comment earlier - the storyboards are terrific !
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VERY VERY GORGEOUS!
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Wow! That is a most excellent presentation! Thank you. Done clearly and concisely. AND I find it ironic that you did it this way - rather than make a video. (of which I'm glad) I am one of those who prefer the written step by step with screen captures, way more than the live video tutes - Videos (with real-time screen captures) might be good for providing an overview, and introducing a subject, or critiquing an animation...but I find them very difficult, time consuming to use as a reference, if I need to remember settings, procedures.