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Everything posted by John Bigboote
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I think the prollum is prolly QT...try the tga seq and see if it works.
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Serg- I hope you don't mind... I downloaded the model with the intentions of learning from your wonderful minimal splinework... I ended up doing a little more work on it and now have BUNNY, which I have been doing some hair experiments with the new V15E hair baking feature and have finally got COLLISION DETECTION to work with a fair degree of satisfaction. I will be posting some movies next week as well as some info on how to get CD working on long hair. THANKS!
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Oh, SORRY! I thought you were using it... well, you GOTTA try it, you will LOVE it. GO under the hair material to the actual emitter(s) properties. Open the 'SURFACE' dialogue...way at the bottom you will se the settings for 'DIFFUSE RENDER SHADER' and 'SPECULAR RENDER SHADER', simply set both to 'MUHAIR'. Now to get muhair to show-up upon rendering you will need to always remember to turn ON the 'PLUGIN SHADERS' in your render dialogue(Last option at the very bottom). Now, try a test render to see the difference. There 'should' be a radiant pantene (shimmer)added to the hair that makes the hair look a LOT more realistic...almost like a shampoo commercial. If it is TOO MUCH you will discover both muhairs have a full range of settings you can tweek if you click open the arrow (more settings for the specular than the diffuse.) I've been hinting for days now that I plan to write a 'paper' with many of my findings after years of research (tinkering) with previous versions of A:M since V11 had the 'new' hair feature. FINALLY, in V15E, I have found what I have been looking for... COLLISION DETECTION THAT ACTUALLY WORKS, and I am presently being blown away by how well it actually does work. By next week, I should have something to present regarding my methods, the use of forces, dams, settings, gravity, and more. Until then, I will give you a 'teaser', and introduce my muse and specimen for my testings...meet BUNNY. (image attached, body courtesy of Serg2 who gratiously contributed his 'low-res woman' to the forum- Thanks SERG! Great work!) This is a QUICK test render in the default chor WITHOUT the benefit of a hair 'BAKE' which helps the collision-detection immensely.(4 passes 3:15)
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There is a 'bow' setting, for the roundness of the hair... but it disappears once you activate Muhair.
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It's been awhile since I used that... Is there a value you can adjust in the action's property window once you turn ON stride-length? Also, I thought you could grab the little stride length indicator, and make it longer-shorter... then you just need to adjust/view reults/adjust/etc
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Are you trying to use the 'stride length' feature... or are you just trying to get your feet animated not slipping...?
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MY BAD! Didn't the 'Squetch' rig transform into the 2008 rig? Or am I off base again...
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Rusty---and anyone ELSE working in A:M with HAIR... YOU HAVE TO HAVE V15...period. You are simply wasting your time and energy with 14 and below. There have been some significant improvements...chiefly amongst them is the new 'BAKE' feature. I have been pounding my head on the Hair feature since it's initial rewrite in V11, trying-trying-trying to get LONG female hair (or hippy, for you hippies) to NOT pass thru the body once the animation dictates... and FINALLY I am getting results that live-up to my high standards.... I am going for that 'shampoo commercial' type of flowing, bounding, blowing beautiful long hair that STOPS when it hits a shoulder or other mass. I hope to post some results soon, as well as a 'paper' of my findings---what works and what does not, and what does what. I'm sure other people have been working in a parellel direction, but not much has been posted.
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I once modeled a baseball... I thought -'this should be easy'...WRONG!
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STANDING OVATION!!! Rube Goldberg would be very proud! I implore you to keep going!
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I was never intimidated by channels because I had used Adobe After Effects and it has a similar way of animating...HOWEVER, the curves/channel animation editor in Animation:Master BLOWS AWAY the one in AE by LIGHT YEARS...and that's a big thing because A:M handles MUCH more channels(one for each bone of your character, and everything else) PLUS is 3-dimensional to boot. If you ever tried to make an object zoom from way far away to right past the camera with SMOOOTH mathematics in AE...you will know... it's a BITCH. The exact same thing in A:M is 'worlds' easier, not only because of an INCREDIBLY EASY choreography interface, but on top of that we have a WORLD CLASS curves editor. THIS IS POWERFUL STUFF. You got your monies worth, believe you-me!
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HOLY COW! That's SERVICE! Peto, you will never find another animation software where you ask about rigging your character and actually get TWO expert users who volunteer to show you step by step on YOUR character... I'M BLOWN AWAY! WAY TO GO PAUL! AWESOME ROB! I hope other newbers look in on your demo to see how to use TSM... I remember when I had finished modelling MY first character back in 2000... and then went about the rigging process with TERRIBLE results. I was dismayed. ALL I wanted to do was to model and animate... I didn't want to learn how to be a technical guru and master the constraints, mysteries and puzzles involved in rigging---then TSM1 came along... and wooof! I was animating! MY character! People should realize how lucky we are here in A:M-land... there are SEVERAL 'bonified' rigs readily available and easily implemented... the MAYA users have to pay BIGTIME to buy TSM2 for MAYA... we are quite fortunate... THEN there's the 2001 A:M rig, the 2008 A:M rig, the 'Lite' rig... am I missing any?
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Coefficient of Restitution? I think I saw that band open for Nirvana.... I never did so well at math... algebra in 9th grade was great because my teacher would'nt let anyone fall behind...so everyone actually enjoyed the class, learned algebra and got B's or better! Then, in High School... my geometry teacher was Kirk Gibson's dad (famous baseball player) He had great stories about his son, about fighting in WW2- but could not hold the class's attention long enough to explain x from Y... and I never took another math class again! I admire those of you that know what all those buttons on a calculator actually do.
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THAT's cool! Not many of us strive for mathematical perfection, so I doubt many of us even knew A:M cut you off at 2 decimel points... what is the spreadsheet assuming the ball is made of? I think you would be interested in playing with Newton Physics! Thanks for making us THINK on a Saturday night, Dan!
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As more time goes by and I get more chances to try out other rigs...installing and animating... I find myself growing more and more FOND of TSM2. There is not much you can't do with this versatile rig. Animating with it is a joy. Installing is very intuitive with good documentation. The more times I use it the better I get with it... and I've probably only rigged about 15 characters with it... lately I've dug it up again (THE PRICE IS RIGHT!!!) and it works very well in V15+... Thank-You Raf and Co./God bless you Steve!
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Very enjoyable! Great titles...looks like you are quite adept at Newton.
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Yes... I had grabbed those images and view them from time to time for splineage inspiration. I had asked him what rig he used, and he never really let on, leaving me to think maybe he had modelled her in that pose...? What ever happened to this guy! This is a classic!
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Hey now... I did a similar thing last July- http://www.hash.com/forums/index.php?showt...=32812&st=0 Yours is looking good, P-Man!
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Know whatcha mean... when did God apply a decal in my EARS???
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It JUST so happens I have a new character that may benefit from a very LIGHT rig... Happy NEW YEAR too you, Holmes!
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OK--- I got this to work. The 'trick' I found was to NOT use an alpha-channel in the image file... so in the image file, use BLACK where you don't want hair, and WHITE where you want hair to be full... mid-tone gradients would give partial results, naturally. ALSO you will want the decal to cover ALL of the patches in the group you apply the hair/decal to, or else hair will grow full out of the undecaled areas. Very interesting. HERE is the project file if anyone wants! Decal_Hair.zip
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I think I know that girl! V 13 was good...but V15 is much better for speed and dependability, and as Rob mentioned the new 'liquid' feature might help on her...'problem area'... ALSO--- if you are in a hurry, you might try to copy and paste a face mesh and adjust it to look like her... of course, adding-in her little bulge. GOOD LUCK! Thanks for coming back! Some of us here may also be able to answer any AE Q's you might have as well.
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That was what I am doing... it may be that I am using a pre-existing hair-mesh with a pre-existing hair material..,. I'll try it all 'anew'.
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HI!- I've always added Hair to my characters by creating a group and dropping the hair.mat onto it...now, I want to try using a decal with an alpha to control where the hair emanates from. I've realized i have NO clue on how to do this... I've read Holmes hair tutorial which covers using decals AS the hair (feathers) but I want to use the decal as the emitter... I've done a search too. Do I--- Apply the decal, change it's type to 'other' and then apply the hair to the decal? How does the hair know the decal is controlling it? Where do I put the hair material? Thanks for any help-