sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

John Bigboote

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Everything posted by John Bigboote

  1. Lest ye forget- there's a cool wizard called 'splitpatch' which will automatically double/quadruple your patchcount without all that exporting.
  2. After baking my V17beta5 choreography with multiple dynamic constraints and getting results that were rather UN-dynamic- I came up with a work-a-round that seemed to work pretty well. (Forgive me if this is discussed above.) Change your main project FPS to something really low, like 5-7 FPS(frames per second, it is at the very-very top of the Project Workspace) THEN- run your 'Bake Dynamic Sytems' feature... THEN- change your FPS back to whatever it was. The GOOD thing is that you get a nice, baked dynamic action... the BAD is that you don't get a keyframe on every frame. Works though!
  3. I seem to remember the 'back-snappin' is due to the fact that the tool looks for the closest CP in the line of sight... which may well be on the backside. This is why you will want to export as dense of an obj as you can. OR- export a frontside and then a separate backside that you can turn off and on as needed. I do believe the feature is still being worked on. If you can repeat a crash- report it.
  4. I explored it a little in THIS thread: http://www.hash.com/forums/index.php?showt...8&hl=soccer
  5. Hmmm-hmmm! I was getting a crash in 17/64/beta5 with FakeAO_GPU... I switched to CPU and is working fine. Have not tried V17beta5/32 bit yet...
  6. Yes, it is a certified improvement. You can now set the 'Relative Density of SSS Samples' higher than you could before(I think it topped out at 200 before) My test here is at 500... GREAT! Some might notice in my test that 'thin' objects in the geometry such as fingers, ears actually become BRIGHTER due to the SSS effect, not darker- I believe this is the way SSS should effect things, but may be wrong. In this test image, I have employed the use of a bulb light added BEHIND the figure... color set to bright yellow... intensity at 150... and set to ONLY effect the girl due to a light list. There is also FakeAO CPU being used. Even with the setting at 500 as I watch the render and see what A:M is working on, the SSS blips by very quickly. This is a MAJOR IMPROVEMENT!
  7. Ay Josh! Welcome to our little forum! Hello from Deetroit Michygain.
  8. Yes, pin it. I get shivers reading it... Feb 11, last post... sounds like the big 'P' got him? That Chaplin... man, you are great Paul. This entire thread is golden, it needs to be visited.
  9. Yeah... thats BIG. Good news! I see in your test you are not using multi-pass. I seem to remember thinking there was some redundant calculating with SSS on every pass of MP, but you have shown it is more fundamental of an improvement. Me happy.
  10. and 17/32... but not 16/64.
  11. Josh- thank-you SO MUCH for telling us, we'd have never of known and would wonder. I am shocked... Paul has been a big part of this forum for as long as I can remember. He was a great collaborator, mentor, friend. I am a BIG fan of his animation. He will be missed. My prayers to the Forwood family on this sad day.
  12. Is porceline still working as a smoother solution in 17? What about the new 'smoother wizard'?
  13. I remember that model from Serg2... right in all the wrong ways! Looks like her arms got a little small... thinking of giving her hair? I could help...
  14. Very good. Might be a little spline-heavy for a game... or is it a sprite
  15. ow! Cue the Patsy Kline music!
  16. Looking good, Robcat! Are you planning for some displacement mapping?
  17. Happy Birthday, Stian. Wish I lived nearby and could buy you a beer.
  18. This 123D, combined with the new retopo-tool, could be a great way to do people(heads) as well- IF they are able to hold ABSOLUTELY still while being photographed. The steps would(could) entail: -photographing from 50 various angles your subject while holding still. -Uploading photos to 123D and getting back an obj -Using the obj file as a 'base' for using the retopo tool, to remodel. -REassign the UV maps from the obj to the .mdl -You could then use the distortion-mode feature to 'lampoon' the model into a cartoon-ified variation. I see possibilities. Note to self... quit doing corporate marathon sessions and free-up some time to experiment! I also see this as a possible 'real-estate' tool... imagine as you browse for houses when you house-shop... if some houses had a spinning 3D view of the home so you could grasp it's configuration.
  19. Very interesting... yes- I will be interested to see R2D2 in A:M. How many photos did you take of the model. Looks like there was confusion down amidst his legs. How long did it take until 123D sent you back the model? Will there be problems in A:M due to the triangular polys?
  20. Wowwww. That pre-dates me. This is when the product was several smaller entities and the term ':Master' had not yet come to be.
  21. Yeah, COOL!
  22. A little early for Hallowe'en... THANKS!
  23. If it's non-related to your racecar frame then make a new post asking for help- and be really specific about what you are looking to do.
  24. Looking fantastic! Have you tried animating her yet? I have been working on getting hair to not pass thru shoulders in motion, rather wrap around and drag over naturally... I'd be interested to see how her hair interacts with her shoulders and maybe share some settings with you. LOOKS GREAT!
  25. All interesting, but I still think the problem has been worked on since V15 when it was much more noticeable. You would set your DC, watch it play(not scrubbing) and like what you see, render it and it was like the DC was never even applied.
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