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Hash, Inc. - Animation:Master

John Bigboote

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Posts posted by John Bigboote

  1. Where would we be without ya- Sarge? We would be like a foot without a big-toe! (Stripes reference... Bill Murray!)

     

    To keep current with A:M and keep it current with my modern workflow- I am forever trying to use it in conjunction with other programs... it is still relevant and can be a lifesaver!

  2. I've just noticed this for the 1st time... There is a GPU column in NetRender. I had opened some Render Messengers using my desktop link for V18 NR and saw the GPU tab was unchecked... when I updated my desktop link to the V19 RM all my Slaves are now GPU...? I don't really see any improved render times... this is new!

     

    aaa_3.jpg

  3. Well- I was just toying with hair in 19.0 and was crashing on render so I thought- hey! There's a new version maybe this problem is fixed! And low-n-behold... we are rendering! Thank you Steffen!

  4. I'm glad you guys are figuring this out. The game engine stuff is very interesting.

    Sketchfab is a lot of fun too, just as a viewer with limited animation capabilities for now- and new features being added all the time. Nice thing about SF is that it works right in your browser- no plug-ins to install or 3rd party gimmicks. They just added a very simple sound feature, and I am hoping their next feature will be basic interactivity, as in 'buttons that cause actions'... current workflow is to export obj(seqs) to another app like Blender or C4D, and then convert to FBX file format which SF can import. Game engines are the future... would be great if we could persuade someone to write an FBX file exporter for A:M to make it an eligible model and animation solution...

     

    MAN- I miss Arctic Pigs!

  5. I find a lot of the times (like when I export an obj to C4D) that the images need to be 're-hooked-up' in the other program... the model does not just pop-up looking like it does in A:M, but with a little 're-introduction' the images and UV info can be restored forthwith.

  6.  

    Remember color cycling? That was very useful. Haven't seen it in ages.

     

    And you could pick up any part of an image and drag and paint with it.

    Yeah- all that stuff! The onion skinning was the best... I think Flash's was similar. The guy I worked with ran a 'paint-box' like system called a DFX (digital effects) system, and he would plug the Amiga in, get a paint cycle going in Dpaint, run it thru a mask and use it for weather graphics... fluid running thru brake lines... anything. Everything digital in those days was 640 X 480 square pixel resolution- we would output to D2 digital-analogue tape format, get it into the edit suites and the film shooter guys would look at it and say 'guess our jobs are safe... this digital crap will NEVER catch on!'

     

    When I found out that I could run DPaint on a PC, I went out and bought a Gateway Pentium2 so I could play at home. Then I found a local gaming company that needed animators, they put me on a game that was supposed to be a rival to 'Leisure Suit Larry'... I did a bunch of stuff they loved but the guy kept asking me to 'zip' my files for delivery... I could'nt figure out what that meant and no one would explain it to me so I walked away on that deal thinking it was WAY over my head.

  7. https://skfb.ly/69pzK

     

    With some reworking here and there... cleaning up of group names and spline-age... re-applying of decals... a brief pit-stop in C4D... and some tweeks to the settings in Sketchfab- here is my result. Seeing as Sketchfab is basically a game engine- the hope is that you could download from SF (link in lower left) and try in Unreal/Unity...

     

    ALSO- to 'bake' your Darktree concrete texture, I made a simple flat plane and applied the material... brought it into the choreography and rendered-out a jpeg(below) and used that as a decal- applied it some 9-12 times to get all the angles of the pillar. In Sketchfab, I used it to drive a bump map...

     

    The more I work in 3D, the more I find it is much better to model things geometrically and use less imagery... can't always do that tho. My Ice-Cream cone image contest entry is an example where I used nothing of bitmap-imagery... the sky could of easily been photographic... even the 'HH' printed on the napkin could have been- but wasn't- as you can see in the wireframe.

     

    I will load the new model pillar2 here if you want to see how bad I bastardized it...

     

    Hope all this helps, Jobe!

     

    EDIT: Ha- I see Sketchfab now allows mp3 audio files... how COOL! If you view the SF link above and hear music... don't be alarmed... just me and the Rolling Stones goofing off! If you zoom closer to the pillar- sound gets louder- 3D sound... sweet!

    stone _1.jpg

  8. I got to play with an Amiga 500 for some time back in the early 1990's. There was a Walt Disney animation program that I could not figure out... and there was Deluxe Paint, from Electronic Arts. Deluxe Paint was an AWESOME animation program and I made many-many cool cartoons... downside being they were all 8-bit color depth... so no anti-aliasing. There was TALK of a forthcoming 24-bit version, but suddenly the Mac burst on the scene with Photoshop and shortly thereafter CoSa After Effects and I ended-up getting busy with those and never looked back.

  9. As far as I can tell, yes. It is an okay solution for minimalizing models WITHIN A:M, but not for general consumption... UNLESS there is a trick outside my knowledge. I mainly export models to obj file format for usage in C4D or E3D, and the regular way of placing and applying decals seems to carry-forward just fine as far as when they show-up in the other app and have UV assignments.

     

    Attached image: You can see the distortion that happens in Jobe's baked image on the top triangular patches (probably not a good idea to have that... if you are going into game-world where less geometry is better... 1 four sided patch would be better than 4 three sided patches...)

    aaa_2.jpg

  10. Playing with it... I don't have or comprehend Unity... wish I did! But I figure if I could get it into Sketchfab, it should translate- so I am a total 'newb' at all this. My suspicion- from the images you posted, is that the UV info is being converted from a normal UV map into the per-patch Hash-mapping during the 'bake' process. Looking at your 'BS_pillar_Color' etc files that are the result of baking- I imagine... that is not a typical UV layout like the polygonal apps like to see. It would be great if A:M baked surface colors and textures into UV's that other apps understood... OR- I am missing something simple and BIG...

     

    My process for Sketchfab is to export obj from A:M and import it to C4D to check it and convert to FBX for uploading... if it opens in SF then you could DL it and test in Unity...

  11. FakeAOCPU and FakeAO GPU... I see a forum search (on my end) yields no results... because of the newer SSAO feature the older post-effect may be politically unfavorable here in Hashland, but here's what I know.

     

    About 10+ years back, a user named Jenpy wrote a Post Effect that emulated AO really nicely and really fast- this was well before Hash included SSAO as a feature (Screen Space Ambient Occlusion.) Jenpy's was really nice at first because it worked really well and came in 4 flavors... FastAO-32bit-CPU...FastAO-64bit-CPU and FastAO-32bit-GPU...FastAO-64bit-GPU. SOMEWHERE here on the forum are some wonderful samples with-and-without from Nancy Gormezano and myself. What AO brings to an image is a very important and realistic shading effect- pushing small details to great extent. I love using FakeAO and A:M's hair feature- those 2 features play very nicely together.

     

    The GPU version was incredible because you could really-really push the effect of AO to extremes- but it had a screen size limitation of 720 X 486 and could not extend beyond. Jenpy had promised an unlimited update but seems to have fallen away from our forum over the ensuing years. The CPU version works at any resolution, and tho it is not as deluxe as the GPU version- it still works very nice and provides some features SSAO does not, like the ability to produce the AO effect in a separate file pass. (SSAO has a feature called 'SSAO effect only' which I imagine will render only the AO... requiring you to do 2 renders- one AO and 1 regular...)

     

    http://jenpy.noob.jp/fakeao/fakeao_e.htm I see that Jenpy now charges $25 (did I buy it in the past? I must have!)

     

    Both A:M SSAO and Jenpy's FakeAO are very swift renders... adding a second at best per frame render time. I admit that A:M's traditional AO feature takes way too long to render- provides very little if any effect, and has too little controls.

     

     

    I really have to mess with the settings on the A:M SSAO before I can even see it... and AO is a feature (for me) that once I see what it adds to an image- I want more-more-MORE! This is one of the reasons I enjoy exporting A:M models to Element3D within After Effects... their AO feature is real-time (as in FAST!) and you can push it and keyframe it to your hearts content.

  12. Isn't there a 'thing' with AO and transparency...? Like a feature... transparent AO? Are you activating that? Have you looked into using FakeAO? One feature it offers is the ability to render your AO pass separately and add it back in in post...

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