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Everything posted by NancyGormezano
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Typically camera motion is done in the chor. Have you tried something? And it didn't work? Need more info as to what's not working. But to use "aim at constraint" for camera - I usually create a null in the chor. Then set the camera to aim at the null. I can then animate both the null, (to be where I want the center of interest to be) as well as animate (translate, roll) the camera. One doesn't have to use a null - one can also keyframe the camera, using the "shortcut keys" while still viewing from the camera. While in camera view (and the camera is selected in the PWS): eg hit M (move) then while holding shift down, and moving the mouse up, down will cause the camera to move forward & back. M, then holding ctrl, moving mouse up,down, left, right - will move the camera up, down, left, right T(turn), holding shift, move mouse up,down,left, right - changes AIM of camera, up, down, left, right T, holding ctrl, move mouse left, right - changes ROLL of camera
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John Bigboote's Pass The Ball movies
NancyGormezano replied to John Bigboote's topic in Pass The Ball!
Can you mention the file size limit (10-15mB?) and compression method you want (mpeg4?), again - please. (Unfortunately - any further compressing ain't gonna look so good) -
If I look at the Thom2008 model - it appears that the body bone is placed similarly higher than the Pelvis Controller bone - just as Steve has him in his model. With Thom as well - one has to translate the Body bone , if one wants to keep the feet on the ground, while rotating the body bone, or pelvis bone. That appears to be the way the 2008 rig works - It is not a matter of FK or IK (I don't think?)
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John Bigboote's Pass The Ball movies
NancyGormezano replied to John Bigboote's topic in Pass The Ball!
Nice Matt! Love the bubbles. -
Ahhhh... tooo bad! That's a fun setup ... I really like the juxtaposition of characters. It's an interesting combo.
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Yes, an action with a repeat count, like Paul suggests is the one tried and true, easiest method for most things. Eventually you might want to write an expression eg, for the swaying behavior of a bone based on sin curve and time - OR you might want to explore setting the end method for a channel's behavior to repeat . The default method is reset, & the other options are ping pong, linear, accumulate, hold. More than 1 way to skin a cat. Repeatably. Just depends on what kind of repetitive action you're needing. I've never had the need to write an expression or change end method - doesn't mean I shouldn't have. Others have done some brilliant things that way.
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Mousetail using this method works wonderfully! I've tried dynamic constraints - (with spring, not spring, different drag values) - and could never get this nice kind of motion, with a shaped tail. All bones in tail are lagged by 2 frames from previous bone in chain for a total lag of 20 frames at the tip. Dynamic constraints that are baked have an advantage of being able to manipulate the bones after simulation. But are less easy to control motion. Thank You Thank You Thank you - Captain Rex for asking the question and Vern and others for providing an answer! taillagbothcompressed.mov
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Yeah - I like that very much - tis most excellent, sire ! - makes me also think that might be a good technique for a lazy person, such as moi, to automatically animate a mouse's tail (and not use dynamic constraint). I shall have to try that. I will try a control bone that shall whip around, and the individual tail bones will orient like the control bone, with a lag
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Funny, Kat! Good idea - (I'm guessing that's Millie Omallie passing the ball...)
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Gracias, Nino - I was joking. I hope Jaff understood that, and I hope I didn't offend him. I apologize if I did. Lo Siento. I understood that the confusion was a language issue. I am always impressed when non-native English speaking members post on this forum. They (including you and Jaff) always seem to speak/write much better English than I would be able to speak/write of Spanish, French, etc. And I also enjoy very, very much, yours and Jaff's animations.
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funnneee - made me laugh!
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Anti-aliasing(correct term?) in rendering possible
NancyGormezano replied to Path other's topic in New Users
Really? I would have thought it would be much lower, like 4multipasses or 2.... you can see in the render dialogue with MP off as it says "antialiasing pass 1, antialiasing pass 2"... For quick video stuff, I've found that there is not too much discernable difference after 3 passes. Especially if you are using 'fields', which automatically doubles your render time. I believe there are 2 different methods being used for anti-aliasing when using multi-pass versus non-multipass. I don't quite understand saying Multipass-OFF is equivalent to 16 passes, although I believe it has been reported as such by others as well (including Hash?). However - I thought with multipass off - that an edge detection type algorhythm was being used to smooth the jaggies. That is the first pass is computed and the second pass examines the first pass results (in the A- buffer?) detecting changes in adjacent pixels and averages them. That's why there is such a difference in computation time. In multipass - I thought a "dithering" type algorhythm was being used. Each pass takes same amount of time to compute - but imagery is offset somehow and that the passes were being averaged together. It would be interesting to hear how the 2 are equivalent. ( EDIT - just saw Robcat's explanation - still don't quite get it.) I agree about the 3 pass - tho I can (maybe?) see a difference between 3 and 4 pass when "soften" is also selected (for 4 pass). But I sure don't see a difference between 4 and 5 pass. Maybe most differences show up if one is doing AO (which introduces a lot of noise) and one wants to blur the noise ... And then ya go and compress it all - making it all icky-yuck, no matter which method. -
Anti-aliasing(correct term?) in rendering possible
NancyGormezano replied to Path other's topic in New Users
True - There isn't any - because - If you render with Final, No multipass - it is automatically anti-aliased. If you render with Final & Multipass & MORE than 1 pass - it will be anti-aliased - the more passes, the more anti-aliased like. -
Anti-aliasing(correct term?) in rendering possible
NancyGormezano replied to Path other's topic in New Users
You will have much more control over the rendering settings if you click the advanced option (when you go to render) and inspect all the settings - instead of using the presets. It will be much less of a mystery as to what is really set. It's also always a good habit to check the settings before rendering. -
If you drag the MoooooZic into the chor - you can slide it into place - or actually set the start frame manually. It can be seen easier in the timeline when in "key mode" rather than graph mode, and I don't believe you can slide it in graph mode (but can still manually set beginning frame) I just realized there seems to be a new feature (new to me) - "Linked Sound" - which appears to work such that the linked sound will also move when you change position of this sound. Neat. If you choose to put the sound in an action instead, and drag the action to the chor - then you would change the start frames of the action to move it around. Unfortunately when done like this the visual representation of the music in the chor doesn't correspond to where the music really is located (seems to visually start at the beginning, but plays when it should) -
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I'm not familiar with the video and I'm having a tough time visualizing what you are describing - Perhaps show us a short sample of what you are thinking... Anything with squiggly wiggly lines always sounds good to me.
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Your gay elephant it seems. Oh wait - Maybe John called me an old elephant who wears girlie shoes? But I don't think his pig is gay.
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Muy bueno! lotsa fun. Looks like Thom's gained some weight...
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I knew it! I just knew it! Well...maybe not quite...I'm lying. I thought he said "His elephant wears girlie shoes"
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Men? ...um...uh... Soy una mujer. Si, es verdad - una mujer loca vieja. Pero - no problema - Gracias Senorita! Y, tambien - hay dos bolas que entrar a la izquierda, pero es facile a no mirar. (Ay caramba! Hablo espanol muy malo)
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I just caught this - lotsa a fun - Them Rockerfella Center Radio City Eggettes made me smile. Loved the chirping to the music - nice touch.
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Yes. A camera rotoscope (image/movie), with "front projection" of it on ground plane (and other pseudo objects) is the trick used normally when integrating video with CG. I use it all the time to set backgrounds for still images, or shots where the camera/front projected objects doesn't move. IF camera moves, the rotoscope moves with it. Thus it's best to match motion of camera with a video/movie, instead of a still. If objects/models move, can get some interesting effects (as the texture changes on them) There are lots of other creative uses of it as well, beyond realism. There's no limit. It's fun to combine it with transparency, reflectivity, interesting background images, etc In these 2 images, I front projected the same background geometry with 2 different rotoscopes - for night and day vistas in Cow town - like I've said many times - I'm a lazy twit. http://www.hash.com/stills/displayimage.ph...m=47&pos=12 http://www.hash.com/stills/displayimage.ph...m=47&pos=11
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I've done 3 - not sure if I will tweak anymore - or rerender
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Of course, in order for cloth simulation to work - she must be anatomically correct - uh huh. sure. Good job (I'll stop ribbing you now).