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Everything posted by NancyGormezano
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Very lovely!
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Another fun one from the SpleenMachine!
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very nice ! - nice render, good idea - It might be interesting if some of the thom's end up crushed, collapsed (either with cloth? or manually manipulated) FYI, as for file size - John Bigboote (Matt Campbell) is expecting files emailed to him, no bigger than 10 mB.
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new website i´ve made
NancyGormezano replied to thefreshestever's topic in Work In Progress / Sweatbox
I also thought it looked terrific - but I was not patient enough to wait around for the graphics to load - But perhaps I am expecting something that isn't there? All I get after "enter" is a rotating "white thingy" in the large upper black background half, but I can click on the small text navigation below it - and imagery loads (if it's there) very quickly. If nothing is supposed to show in the black back ground - then perhaps it needs to be a smaller percentage area of the page - or not show the rotating thing - as it's confusing.... Oooops ---WRONG - something finally showed up...yes toooo long a wait..amd I have high speed connection as well... -
terrific - wonderful project to revive!. Love the camera angle as well
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funnneeee funnneeee funeeeeeeee!
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YOU CAN SEND YOUR 'PTB2009' ENTRIES HERE
NancyGormezano replied to John Bigboote's topic in Pass The Ball!
uh, bluh, duh....(there's always one in the crowd)...I just noticed the 30 fps...How about 24 fps? less frames to render, smaller file sizes - I've already rendered... (I guess I could re-time the frames in AE if necessary, rather than re-render) -
Could you tell me how you do that ,I can't find it anywhere .probably looking in the wrong place lol In the chor - go to shortcut to model/options/front projection target =ON If you want the ground plane to also be front projected, and to show the shadows (will only show Klieg, z buffer shadow type, I believe - not sure) - then also make ground plane flat shaded = ON
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What's the best way to do this? If your model already has colored groups, decals, etc ...then make the model a front projection target in the chor - and use a rotoscope of whatever color you'd like (white, gray, etc) - I don't believe hair will get front projected tho...and bump maps will still show (unless you turn them off) - I left colored lights in (with spec), First 2 images are both IBL (not white) with AI=30% (no AO) - 18secs/pass to render, 4 passes, both cases. 2nd render is to show how model is already colored, textured. EDIT: the third image is just AI=50%, AO=80% (no lights) - took 3:05/pass - 2 passses only - for total 6:10 mins - Big difference in time.
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If you're really doing "pass the ball" - the ball is supposed to enter from left, exit right - to fit with the other clips. Perhaps Thom (in a headless state) could chase back and forth across the screen, trying to retrieve his head (ball) as it gets "ponged" about.
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I Little Animation I working on...
NancyGormezano replied to Jaff's topic in Work In Progress / Sweatbox
wow is right - almost looks mocapped...very very good! -
Way to go, Spleenie Genie ! Much Fun - I like how your characters and setting capture the feeling of Myrooney LeRoy's music.
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I think you should first do a Liquid Tar & Feathers Thom demo, followed by deep frying in a bubbly vat of boiling oil ... Oh yeah. Cook that hush puppy to a crisp! Don't forget the sound effects.
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thanks y'all Forgot to mention that Orkerella is rigged with Squetch (vers 2?) by David Simmons Kat - Would be great to see some of your characters "Just Passing the Wooden Sword Ball" Come to think of it - would be great to see some Rich & Famous, Wannabe Night Crawling Bertram Pirates Passing the Subject 99 Ball on the Mountain as Vern shoots some Newtonian Gobble-de-Tinkering "Ain't no Way" Gnome at them Yeah. Now that would be good.
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Not boring at all - very entertaining ! Great fun to watch. Love seeing your progress.
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Ork model design by Alain Desrochers, mods by Robert Kelley?, Nancy Gormezano, Mark Skodacek. Modeled by Ken Heslip, mods by Nancy, Mark, Holmes Bryant. Rigged by Mark, mods by Nancy, Holmes. Textured by Nancy, mods by Holmes. Feathered by FrooFroo Cake. (SquetchyBall model by Robert Holmen) EDIT: switched movie to looping version orkballLowLoop.mov
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Thanks, Nancy. Don't worry about any lighting glitches in any of this early work. These are just renders done in the process of building the set and there will always be a million things that need fixing. Although I will be playing around with the lighting I won't be giving it too much attention until I have the set finalised. That could be take a few weeks. After that I can start building the characters and props, rig and texture them, animate them, etc., etc., and finally... I can tweak the lighting. That's a long way off yet. Sorry to disagree, Nancy, but you'd have to be blind to miss that. I'm not saying that you are blind but fog just doesn't work with particles as well as I would like. Why isn't the colour data from particle hair treated the same way as colour data from the geometry from which it sprouts? Doesn't make sense to me but perhaps there is some logical reason. I can work around it. I will just have to restrict the fogging to the farthest parts of the set, where no particles will be used. I didn't think that was your final lighting - but since the first frame appeared to be darker - I was wondering if the halo effect might be minimized with different lighting, fog colors, better alpha (maybe premultiplied funny stuff afoot?). Maybe change the surface color of the hair emitter (to black, or darker)? Might help the halo? As for why is hair different, as you know, the color of hair is computed from so many different things - and I would guess in the computational stream, that there were tricks used to speed the computational process. And I just might be blind - Since there was so much in the scene to look at and the camera movement was so quick (yes I realize its not your final movement), I had to scrub thru many times to figure out what "halo" you were talking about - I was giving you feedback as to how a first time view/glance is experienced. Like you say - there are many work arounds - and you only have to satisfy yourself.
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Like I said before - Fabulous set! I notice a lighting glitch at the very beginning on the last mov? frame 0 & 1? Are you doing multipass? how many passes? Is halo the same if you do AA, or up the number of passes? Perhaps change the color of your fog (drab it down) to alleviate some of the halo? My guess is that with camera moves, framing, focusing on animation, etc - that the halo wouldn't be noticed much by most viewers, given that it's a stylized set, and "accurate" isn't something one would be expecting. Lighting glitches (abrupt inexplicable changes) does get noticed. Yes, I am still in awe of set!
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That's a mighty impressive set - always amazes me how people do landscape sets Are you using a combo of hair trees and cookie cutter trees? And maybe painted tree backgrounds? And when you say hair tree - do you mean the hair emitter is a tree image? or the tree(s) have hair leaf emitters? really nice job !
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delete the locked keys - it does not appear as if turning on/off helps (not sure why you are using lock ik either)
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Hey! That doesn't look like no chopper to me! - But what do I know? Tis Very Enterprising, anyhow... (I'm just full o' 3rd grade cornball this morning)
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wellll...sure...but it involves using a text editor. Can not do it directly in A:M The code is not very different for a null and a bone - this model contains 1 bone, 1 null only To see more complexity, create a model with only 2 bones chained and 1 null as a child of 1 of the bones - then examine the file in a text editor - If your model is too complicated, you might want to change it manually in A:M versus in a text editor
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do a search on liquids or fluids - Fluids/Liquids are just a material - here's a post that can get you started: http://www.hash.com/forums/index.php?s=&am...st&p=269843
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very good as usual!
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That's a really good idea ! - Could be a fun animation - could use a very simply pseudo-rigged ball to convey body language - and then they could go off into the sunset...er...red fog...er... blue ball goes off into the fog with pink ball..as bad evil bloodied red ball is left flattened or is flung out of the scene to meet it's fate in the next scene by some other evil animator...or sumpin' like that...