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Everything posted by John Bigboote
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Ditto that. Doesn't it seem a natural progression of events that since Anzovin has 'washed their hands' of TSM2 (for A:M) that maybe Hash would 'pick it up' and include it as a V16 feature? It is REALLY a great rig to animate with and an ingenious installer. We simply cannot lose this.
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Great feasibility study... I probably just looked at your design for 5 minutes!
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TSM2 has a nice quadruped rigger that can add a tail. GREAT WORK, as always...can you show us the splines?
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That's interesting! I was always 'of the thought' that SSS needed a light behind the character to react to...
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COOL! I'd like to see that first image-render from an alternate angle!
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Uh-oh... someone musta left the door to Vern's forum open and he got out...VERN! Get back in your own forum!
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Nice image, love the caustics. Only thing that nags my eye is the shadow is as dark under the glass as it is under the metal... Did you use double-thick patches in the glass?
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Strange. What version/platform?
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'Oh how I hate-Ohio State'---Not me, Michigan bumper sticker. I have a thing called a 'Frapper' in my signature (below) that is like a map where all/any Hasher's can stick a pin into to show from where they hail. I got a job offer last week from a place in Warren, OH...it was tempting, I've been thru there and it's nice.
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I'm sorry... I just checked...'Volumetric' is not what you want. HERE is what I just did REAL quick to make a bulb's lens flare work: -Open A:M. -Make a new chor. -Right clik...new light. -Now, go UP in the PWS to the new light under the 'objects' heading and turn on Lens Flare (under 'options'). -Try a test render(shift-Q) in the chor...you 'should' see a lens flare from the bulb.
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Under the bulbs properties, have you turned on 'Volumetric'?
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GOOD question. I hate to say it...but this is one of M*y*'s strengths. I would speculate that you could 'possibly' accomplish this... by- rendering to .exr file format and then playing with these values in an A:M Composite scenario...(is this still a feature?) However, I fear that by diminishing the transparency of your model you will also diminish the transparency of the reflections and specularity...? Maybe Yves can elaborate. My 'other' suggestion would be...if you use a compositing app like AE (Adobe After Effects) those nuances could be 'contained' and manipulated separately. THIS way, all the OTHER features of AE would be available to you to manipulate with. (IE: blurs, levels, chokers, keys, color correctors... you name it!) I'll follow this thread. Good question!
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ARE YOU KIDDING? What beautiful imagery...it could benefit from MT's advice... I LOVE IT!
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No- not a plug. I made the 5X5(25) 2-sided square patches and then carefully put a bone at the axis of each. I then made an action and animated the 1st bone with the spin just the way I wanted...and then gave all the others an 'Orient Like' constraint with offsetting lag values- so the 2nd row was 3 frames late...the 3rd row 6 frames late...etc I then put the action where it needed to be in the chor and animated the decal transparency values between 1-100% to get the decal I needed to show when it needed to show.
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THATS the million dollar question! 1 week. (5 eight hour days) approximately.
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http://youtube.com/watch?v=y29l0h-1yAE Just finished a VERY RETAIL TV spot for my recurring client, Art Van Furniture. The imagery was generated by decalling furniture photos to A:M geometry. Of note: I used the BensLens Fisheye to get the 'barrel-roll' effect (I love) and you can really see it in the middle on the words 'FUNCTION-STYLE-FASHION' Also used the AI Wizard for titles and Field Render for video smoothness... client LOVED it!
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AM2SWF...me neither, bless 'zpiders' heart tho- We sure got excited about IT back in the day... You could count me in as an 'enthusiast'...I am still unsure of what it even IS that I am looking at... a swf file that is 'rendering' A:M content on the fly, huh? Would bone-driven animation work in this thing? There would need to be some sort of way to use the resulting files in a Flash authoring environment, no? OR are you just imagineering a quick A:M file-veiwer...? Curious!
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Thats good info...I didn't know---in that process, is there any user specified tweekings, or is it a one-size-fits-all and see-it-when-it's-done sort of thing? ALSO did not know about doing it in QTPro...
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HERE's what I've had success with: Make a new material...fluid...under it's properties/Droplet physics window, lower those values to 1-20...or 5 and 5. (Pressure Force=5, Surface Tension Force=5) Then, raise the viscosity to 125-150%. If you want a 'spray' or lots of droplets-lower the viscosity to 50-. You will also want to play around with the SIZE...and here's the BIG thing about A:M Fluids: The smaller the SIZE, the more the fluid looks and acts 'fluid'...the TRADEOFF being that you will need to have LOTS and LOTS more particles, and THIS is where the computational concerns will arise. More particles equals longer renders. Use the 'Shaded' render quality for your tests to keep them quick, and plan to render overnight/over weekend. There's really not much more to it, A:M Fluids are NOTHING to be intimidated by...HAVE FUN and be sure to show us what you are making!
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WOW! That's great for a day! What a great parent you are!
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Yeah, just contact Hash and they'll get you back-n-runnin whenst the time comes for it.
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That looks like a great anime character! I agree with Robcat, where her assets lie are in her EYES and in the flow of the dress, and I'll look forward to your implementation of SimCloth for the dress. The eyes need be shiney and expressive...so far so good!
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Oh- I thought that was a frame counter...it goes so fast...around 25-30fps I guess...standard PC...Sony Vaio P4 2.8ghz, 512 mbRam. So this thing is rendering right within the swf, huh? Pretty Darned Cool... I could think of some uses! So long as people don't have to download a utility to play it back... heck Flash is a hell of a game engine, the only thing missing was this sort of imagery...
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How do I tell FPS... may I ask...how big (k-mb) is that animation?
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That looks great! How long did it take to render? Could you give us a replay of how you setup the lighting/render/AO...???