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Everything posted by John Bigboote
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Sounds good Xtaz... but you know how hard it is to make change in Hash-land? I remember someone suggesting something like this about the mascot when Martin was around and his reply was something along the lines of...' start your own 3D software and do it any way you wish!'
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Newton Physics simulation object question
John Bigboote replied to detbear's topic in Animation:Master
You do need to make sure the object's orientation is XYZ'd at the zero axis point in the model... so if you had a ball or a square dice and it was not 'dead-centered' in the model it will act funny in a simulation. -
Hi Elm- this has been noted before. You will need to save your render settings (easy to do) and then open them up in NetRender and such things as fog distances and DOF will be set as needed. Greetz!
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Newton Physics simulation object question
John Bigboote replied to detbear's topic in Animation:Master
I spent a year one month putting Newton to the test on these 2 Little Caesar Pizza spots: https://youtu.be/ArTuFTbpYXQ This was in 2008 and I had not yet had the opportunity to add Ambiance Occlusion into my workflow which I think woulda helped a lot on these. -
Newton Physics simulation object question
John Bigboote replied to detbear's topic in Animation:Master
In the PWS ... highlite a model and in it's properties go all the way to the bottom--- 'Plugin Properties' then select whether you want a 'static object' or a 'dynamic object'. I have had very little experience with any of the other options. Also- you will find other settings in the same whereabouts under the choreographies tab. -
Making the Medal (Insect Image Contest)
John Bigboote replied to robcat2075's topic in Work In Progress / Sweatbox
WAY COOL! Forgive my roman ignorance--- what is MMXV, the year? -
Count me in on THAT! Looks great, Marcos!
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Glad to hepp! Looks cool!
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Whats happening is the program wants to rotate from where you keyframe start and end in the least amount of effort... so if you had a clock with the minute hand starting straight-up 12 O'Clock and you wanted it to rotate clock-wise to 12:35, you would Rotate the hand around to 12:35 and when you playback would see that the hand travels COUNTER-clockwise to get to its target. Likewise, if you wanted to animated a full 1 minute and 5 seconds of hand travel, you would rotate the hand 1 full evolution plus the extra 5 minutes- but upon playback the hand would only travel from 12straight-up to 5 seconds! WHY? Because basically- that's what you told it to do. Euler driver allows for the different way of calculating the in-betweens, great for clock hands, auto-wheels etc and you will need to be able to switch between Euler and Quaternion very swiftly.
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OR- rotate the bone a little to get it's attention... then in it's property window R click on Rotation and select 'Convert Driver to Euler'. It will give you a warning that says you may mess-up any prior rotational keyframing, say OK.
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Does this happen in final render? That's all that really matters. Are the images decalled right onto the wall or do they have their own geometry... if it is their own geometry, is there enuff separation between the picture and the wall? Looks like 2 planar geoms sharing the same space...
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Wasn't the old switch a pose slider from 0(FK) to 100(IK)...?
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IBL- Image Based Lighting question on how-to...
John Bigboote replied to John Bigboote's topic in A:M Rendering
Answering my own question... again. Looks like IBL utilizes A:M's proprietary AO... so that needs to be activated ON in the render settings... NICE! -
SO- once again I am exploring IBL... I know that Stian used it quite nicely and had a tut out there showing how to... that I can't find. I have a choreography where I have disabled all of my lights... I bring in an image like the one attached (I have tried many...) and I select IBL in the choreography properties, and assign the image. I get only a black image indicating there is more to it than that... what am I missing?
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A jolly fellow with a great job! He looks fab- love the wrinkles under the knee!
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COOL! Thanks for checking! A flv does not have interactivity capabilities- I believe... it is just 'Flash Video'.
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Worth checking out... can it convert to SWF or FLV? Lately, I have had a LOT of requests for that... die Flash...DIE! Online video ads you might see on HULU, Pandora, Words with Friends or Facebook use services like Captha or Solve Media who use obscure Flash video formats and even require you submit to them your CS6 FLA file... which is preposterous nowadays. To convert to FLV I found a little utility called movavi that does a swift job.
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Adobe to provide Pro Res for Windows in wake of Quicktime Issues?
John Bigboote replied to Rodney's topic in Open Forum
Interesting days, these are. Apple always seemed to have QT way-back on a back-burner developmentally... even though they must have made some sort of revenue from ads and QT-Pro purchases, the software is the same as I remember from 1995. I read the whole article regarding Adobe licensing ProRes from Apple for porting to the PC platform and thought they were talking about letting PC users WRITE to ProRes...which would be fantastic. No- it would only allow for READING ProRes without Quicktime installed. And only in Premiere, not After Effects. Apparently we are all supposed to be uninstalling QT for some security threat, but PC users in the video making/editing industries can't just yet. I see in the comments sections people are screaming for Adobe to engineer a way for PC's to write to Pro-Res, that it is their duty seeing as they have taken such a stronghold in the market and charging everyone BIG bucks to stay current and all... Media Encoder is a powerful utility in it's own right... I use it as an alternate renderer when I need to render but stay working in After Effects. I don't see it as a 'media player' like QT in any way. Maybe Adobe needs to come-up with a universal Media Player... something simple, like QT... that opens fast and plays big files smoothly and is portable for sending video user to user... as well as free and quick to download. -
It is quick to learn the shortcut key... U
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How do I apply a force over bones?
John Bigboote replied to pixelplucker's topic in Animation:Master
You may be trying to hook-up different features of A:M that are not meant to work together. Newton works in the choreography on individual models(not bones) and forces are meant to affect particles, like hair or sprites. SOUNDS like an interesting project tho- keep us informed! -
Good deal! This is one of those operations that I have learned to Ctrl-S before attempting,
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Hair Dynamic Options seems not working v18P
John Bigboote replied to Xtaz's topic in Animation:Master
It is a fun powerful feature, but time-consuming! When you use splitpatch, are you just doing it to the scalp/hair emitting area or are you doing the whole body...? It just needs to be done to the scalp area as illustrated above. I will usually copy/paste the scalp and then offset the new geometry slightly above the original and run splitpatch on it 1-3 times... THEN, you can go about separating various scalp mesh's to get your 'parts' and control. Keep at it- looking good! -
That is great news!
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I still dabble in C4D and keep-up with 'who's doing what', but time and again I find myself embarking into projects with A:M. Lately, my addition of 10 render nodes has allowed for un-imagineable render speeds- at some amazingly low-price... This is a world-class software!
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Yeeeeah. I usually make a ON/OFF pose (I call Constraints or Intermediaries) where I do all my constraints, like fan/intermediary bones, eye aim-at's..., then another pose (I call 'Animate Ready') where I take the character out of the T pose(into a more natural standing pose), set the IK/FK's the way I like and set the constraint pose to ON... this way I can just drag my character into an action or chor and set the 'Animate Ready' pose to ON and I am ready to start animating. The SAUCY rig is a nice 'get it done' rig, missing some of the nice stuff TSM2 had in the hips-to-upperbody relationships and 'feet-to-the floor' departments.