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John Bigboote

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John Bigboote last won the day on April 11

John Bigboote had the most liked content!

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About John Bigboote

  • Rank
    that one guy

Contact Methods

  • Website URL
    https://www.youtube.com/c/campydoodlesOUTSQUIRTS
  • ICQ
    0

Previous Fields

  • Interests
    Animation generalist, guitar hack, likes a good joke, tells a bad joke, my cats sometimes post responses for me- and they are none too kind.
  • A:M version
    v18
  • Hardware Platform
    Windows
  • System Description
    Amiga 500
  • Short Term Goals (Private)
    ...to make it thru lunch, and on to dinner.
  • Mid Term Goals (Private)
    ...to achieve greatness and keep the lights on.
  • Long Term Goals (Private)
    ...valhalla!
  • Self Assessment: Animation Skill
    Knowledgeable
  • Self Assessment: Modeling Skill
    Knowledgeable
  • Self Assessment: Rigging Skill
    Knowledgeable

Profile Information

  • Name
    John Bigboote (aka Matt Campbell)
  • Location
    Detroit, MI USA

Recent Profile Visitors

2,717 profile views
  1. Is'nt there a 'like' button here? Anyways... like!
  2. I see that- it does a pretty good job automatically... you just lose a degree of- control.
  3. ProRes? Trying to figure-out how Apple ProRes is involved... I see the text file as a layer in AE, but reading it is gobbleddy-gook to me- so I won't mess with it. I have my light buffers and specularity and shadows buffers now and playing... fun! That ProEXR is the catch!
  4. Too bad there is not a way to add A:M's SSAO into the mix as a buffer, I know you can add it by rendering a separate image file with SSAO on and SSAO effect only activated- perhaps this would make a nice feature request.
  5. Yes- I get the text file... I updated my entry from above- I had discovered that I was using A:M's normal renderer and when I used MULTIPASS things started to go better with exr's... I am seeing all the buffers now... there is almost TOO MANY which is powerfull stuff!
  6. Then I searched our AM forum and saw Rodney's link to this: https://sourceforge.net/projects/mrviewer/ EDIT- Major breakthru... I was rendering with the regular A:M renderer... then I tried MULTIPASS(x9) and things started working better!
  7. Here is an exr rendered in A:M and opened in Photoshop CC with EXR-IO importer. It gives me an 'A' layer- which is all white... an Alpha.A layer-which is all white... the RGB layer which is the normally rendered frame... an alpha.RGB layer- which is quite colorful but I can't see a use for it... a Depth.Depth layer which is all white but I can get the info by playing with exposure/levels filters... and a Normal.XYZ filter which I can't see a use for. MISSING would be the light buffers(I tried it in all 3 settings- 1) Single 2) Light Buffers objects 3) Each light in its own buffer. The exr file imported back into A:M shows the same way though. SHOULD'NT the exr file have another buffer(image/layer) for each light? Is this broken? THEN- I went and googled 'exr and after effects' and found this(attached Vimeo link) for free plug-in ProEXR... but after installing and watching the 'how to' video... still the same 4 channels are all I see, no light buffers.
  8. Well- once installed it gives you this nice option box when you open an exr in Pshop...
  9. I am grabbing it... as well as update 19.0i... will play and see how/if it works with A:M. It might be the bridge to getting more A:Mer's to use EXR file format.
  10. Here comes 'JohnnyBigboote comes lately'... always the last one to the party. I had stumbled upon Godot in my searches and have been wowwed by it, and yes- a LOT of people are looking into using it as it is extremely lightweight (25mb) and uses its own proprietary GDscript programming language which is (said to be- as programming languages go...) rather quick to get up and running with. One thing I got snagged on- being free and user-programmed like Blender they stay away from formats that cost money to implement... so the FBX file format is not supported- BUT(!there's always a big BUT in bigboot-land!) it does support the COLLADA file format(.dae) which we can get to similarly to Gerald's '.X to Unity' method. That method employs using the .X file format from A:M(you save your model as a .X file and then attach your actions to that model's .X file additively so 1 .X model can have several actions within it.)Then, using Ultimate Unwrap- you would 'Save-As' a collada file which Godot can import... I am learning. Good snag, Rodney! I was just coming to the forum to see if Godot had crossed anyone's radar and there you are 4 months earlier! MY goal... wouldn't it be great to have your A:M animated character 'live' within a beautifully-rendering game engine? How about an entire scene complete with dynamics and physics? It's where I thought we were heading 15 years ago with Arctic Pigs.(alright... HA:MR) Here is a WONDERFUL 'getting started' 2 part series to get your feet whet in Godot:
  11. I cringed at 25:20 as guys are spray painting laquer colors onto the cars... no masks... probably every one of those guys died of lung cancer!
  12. Good question. I am working-up the nerve to approach Unity... or Unreal... or whatever is the latest-greatest game engine. I would probably say 'no' because A:M's constraints live within A:M, hard to constrain to something down the line. That will be answered in that arena- not Sketchfab, which is a great viewer and tester... it is becoming a marketplace for 3D models as you can buy/sell if you are a 'premier($) user'.
  13. A detail I glossed-over... in the Sketchfab FAQ's and in Gerald's A:M to Unity Tutorial is that the number of bones should be kept minimal... 'bare bones' so-to-speak. Well, I threw caution to the wind and used an old TSM2 rigged model- and the Anzovin TSM system uses LOTS of bones but it seemed not to make any difference- it does not load too slow, and plays just fine. I do notice there is some 'feet-slipping' around on the floor which does not appear in A:M tho... I need to try putting the legs into FK mode see if that helps. I had to switch the arms from IK to FK in the 'gun shoot action' so that the constraints that hold the gun to the hand bone would work better... so IK/FK is all working in SF. I have not noticed yet or tested to see if SmartSkin makes it thru to Sketchfab... I know all the bone weights I set are working. I now have real-time SSS on the skin and Screen-Space-Reflections on the floor which look cool but are in no ways accurate or ray-traced... but c'mon- IT'S REAL-TIME RENDERING IN A BROWSER! I'm digging this! https://skfb.ly/6K66F
  14. I added a gun shoot action... and embellishments- I noticed that Sketchfab does not take any of my spline actions in poses- they all need to be bone based so I redid some facial poses with bones... too bad, I like the muscle-motion stuff! https://skfb.ly/6K66F
  15. COOL! I would like to see that, Gerald!
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