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Hash, Inc. - Animation:Master

NancyGormezano

Film
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Everything posted by NancyGormezano

  1. More shiny! We need to hear the swish as he walks! Oh yeah, Ted's a cutey in a squeeky-geeky clean way. But perhaps his arms are too "developed" for someone who probably sits at a desk, nose to the monitor all day. And maybe he could use a more developed pot belly muscle? I'm assuming he transforms into Hunky-boy Polyester Man?
  2. Actually if you read the whole thread that I linked to - I got the impression that it worked better in previous versions (especially in 13s for which it was originally developed) - It still works in 15e - but I believe it was reported to have anomalies - it may work the same, or better in 15f - but I can't test it because I have the CD - It may not work at all for mac's (but I really don't know). Coincidently - Wasn't Robcat looking for something to "bake" lighting ? Perhaps this post (also in same thread) is what Robcat was remembering?
  3. perhaps you are referring to this shader by Yves - used in Chicory & Coffee ?
  4. Very nice!
  5. Oh yeah! that's what I'm talkin' about!
  6. Thanks Mark - that's good to know ! ... (I assume for the face rig you mean: this one)
  7. yes - I am particularly impressed by that, as well as your compositions & lighting. I am curious to know which rig you have installed in your characters? and what face rig/system are you using?
  8. the tools for shaping the hair show up when you switch to grooming mode - the tool that looks like an arrow is the "edit" mode tool. You can use it to manipulate control points of the guide hairs. You can also use the brush mode tool, density mode, length mode...
  9. If I am understanding you correctly, I think you will probably have to rerender those frames that have the shadows. In the options for the model of your sky (dome?) - set receive shadows OFF. You probably also want to set Cast Shadows = OFF, and Flat shaded = ON
  10. That's gorgeous!
  11. That's quite good! and entertaining! - definitely kept me watching
  12. He looks friendly & trustworthy enough. Of course, that's just how Bernie Madoff got away with swindling best friends, family and all those charities for orphans. Seriously - he's a good character and he reads as very likeable.
  13. I like him! I'd launder my money with him anyday.
  14. I have found that if you don't want toon lines around the hair then you must turn OFF "cast shadows" in the hair system properties in the hair material. Why? I dunno. But it seems to work. (rendered final, toon, no multipass)
  15. Ctrl D - show decals - edit: also in the tools/options/rendering for realtime or shaded - set show decals ON
  16. I believe the problem is that 1) your sky dome model is less than 1 inch tall !!!, and 2) you are scaling an enormous amount and that you have your whole chor placed in "outer space" somewhere, along with the lights - rather than situated around the origin - my guess is that there is a computational problem for A:M given the scaling and the weird positioning. I have simplified your project - there are 2 chors: OriginalSimplified.cho is your original chor 2scene1c, but it only contains the 2 cameras, and the lights, and the sky dome model 1 new bles - I changed the color on the sky dome, changed it to NOT cast shadows, receive shadows - it still does not show viewed from camera 8. The sun is way out in outer space as well - worksSCALED.cho - is the first chor - but I scaled the dome down, and repositioned the sun light, and moved it to within a reasonable range of the dome My guess is that you will have to do something similar with your very complicated chors. Make your domes, lights more reasonablely scaled and positioned. Hope that helps. ScaledSimple.prj
  17. Which chor scene? which camera? is giving you problems ? The materials and image files were not included. If it is chor 2scene 1c, & camera 1, - Which frame is giving you trouble? Is it 1296? I notice that camera 1 is moving all over the place in that chor. Which skydome model is giving you problems? - does the sky dome render in a SIMPLE chor? Try to create a simple case that gives you the problem
  18. Oh poo on them - this is a fun character - I LOVE THE SWEATER - great touch... Perhaps this post might help for the next time?
  19. Cute! makes me want to see more!
  20. Aha!...the aliens caused the eclipse! ... no? ...well, they shoulda... (jes' messin' with ya) You one major cranking machine, you are. Is your partner helping with the ideas or is this mainly on your own?
  21. Simple, my good man, jes' don't do it. I will repeat myself: The problem is related to the chor that has sumthin' that has tooooo much complexity. It may have eventually updated - but I just don't have that many years left in me to wait. You are younger and more patient than me. Smoke a cig, have a beer, compose an opera. I find it easier/more relaxing/more fluid to do dialog in the chor than it is to do it in a re-usable action, when a chor has aspects about it that are COMPLEX. That is why I suggested that Alano test it for his situation. Perhaps his chor/models are not as complex. Here is where it became a real PainInTush DRAG for me
  22. BOTH terrific!
  23. Hi David - Thanks for running those tests, but I think you misunderstood the problem that I (and others) have encountered. I probably did not describe the situation very well. I was trying to describe why I felt it less hassle to do DIALOG in a chor action, rather than in an external re-usable action In days of yon, one could have an action window open and a chor window open with a model using the re-usable external action. When one made a change to the action in the action window, the change in the action would show up in the chor window, almost immediately. If it didn't, one could bang on the space key to refresh in the chor. That doesn't always work (15e). You can bang until your fingers are bloody stumps. It don't help. Sometimes one would have to go to the view menu and choose refresh. Sometimes that doesn't work either. Closing the action window after making a change doesn't always help. Closing and re-opening the chor window doesn't always help. Sometimes the change would show up after a long long time - out-of-the-blue. Sometimes never. Closing A:M and restarting A:M would always help. That is a pain in the neck. My apologies! I agree. I speculated-spoke too soon about that, as most recently, I had encountered the worst problems with Bumpyman, which is approx 4800 patches and uses the LiteRig and some version of the Liteface. And I agree it may? be related to patch count (but BumpyBoy is only 4800 patches). I really think it's something else. Expressions? and/or ver A:M? and/or layered chor actions/actions? et al speculations? (I just love to get in trouble). I definitely think it is related to the complexity of sumthin' I always work in minimum windows open/components/display mode when animating, especially in SO, TWO. It didn't help the refresh problem with Bumpy. Admittedly, the Bumpy set was causing lots of problems (extremely-overly patch heavy) - but even turning off the set, and all other actors didn't help if I needed to change the DIALOG action and wanted to see it show up in the chor in a reasonable amount of time. It's much easier to do the DIALOG in a separate chor action (not a re-usable action) and have the change show up immediately, and not have to worry about turning stuff on/off, display modes, etc.
  24. yayyyyy!!! I like your camera cuts and framing, very well done. Fun characters! Good on ya!
  25. in the PWS, in the chor, on the model, choose new/chor action. Then set your start/end frame for the chor action (just like you would for external action). When you have multiple chor actions for an actor/model, make sure you select the correct chor action (shows as a checkmark in the PWS) before starting to animate the bones in that chor action - very important - or else channels for the same bone(s) will exist in multiple chor actions. You may want that in some cases, but in general - you won't. You can export a chor action as an action - but again, sometimes there are problems - so it's best to test first to see how that works.
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