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Everything posted by John Bigboote
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Peteko- 1- Render to file button 2- Click 'advanced' button (It's under OKAY and CANCEL) 3-Click on the 'Format' and choose Quicktime---Click arrow tab down for 'Format' 4-Click on the word 'Set' (Save options....Set) 5-A compression options box opens, Select Compression type---ANIMATION 6-Make sure the color depth is on 'Millions of Colors) 7-Slide the 'Quality' slider to 75 or 100 % 8- Hit OK 9- Set the other render options as you want them, Range-Resolution 10-Click the 'Options' tab to turn ON multipass, fields, fog,reflections, shadows etc as you want. 11-Hit 'Apply' so these settings 'stick' next time around, and 'OK' to start! I advise the Animation compressor as that will give you a nice 'master' file...when it is done you can then import the new QT file back into A:M and then export it again with the H264 compressor which will give you a 'small' file for emailling or long term archiving. Quicktime is nice because it wraps the picture, sound and alpha channel (if wanted) all in a fast playback-able file. Some of us with 3rd-party compositing or editing software prefer to render out individual frame files as jpeg or targa, which is a safer way in that you can go back and re-render a 'glitched' frame or frames and you can salvage a lot of rendered frames if your render fails (ie power outtage, etc) Compression is something that you need to experiment with to get the feel for what it does. I equate it to my students as 'folding a piece of paper'...in that the more you fold a paper- the smaller it gets, and the smaller of holes you can put it thru (like email) but when you unfold and look at it you will see artifacts from all the folds. There are many considerations...compression type...frame rate...movie dimensions... movie length...color depth... alpha channels... and there is no such thing as a '1 size fits all' solution. You need to experiment by trial and error, and in the end look at your file size, file quality and recalculate from there. That's why I recommend rendering a 'master' file in the beginning, so you are not experimenting as you render- which could burn a lot of time. Good Luck!
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Wow! THAT's history...we don't have history like that here in the States...a worthy project! What is your patch-count up to?
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That's just Rodney's way of keeping out the 'riff-raff'... My brother used to always do this trick to people: Bro- "Mmman! That was one tasty lunch they bought us...!" Victim-" Someone bought you lunch- WHO?" Br0- "Management! They slapped us on the back and gave us a talkin to...were'nt you there?" Victim- "NO! What did they say???" Bro- " Well they told us we were doing a good job and not to tell any of the 'stupid people' that--- (pause) oh, nevermind." I think Stian figured it out...I'm sure it will be fixed right away.
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I think Rob touched on this earlier, but--- if you are tweeking a material that is already been applied to a model, you should close down any windows (model, action, pose, chor) where that material is actively being displayed. Also, you could benefit from switching from OpenGL to Direct3D...or vice versa...maybe? You told us all about your screamin' gamin system(nice!)...can you tell us which version of Animation:Master you are using when the trouble occurs?
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Mac or PC...and which V?
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I remember this...glad to see it back on your plate!
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YOU CAN SEND YOUR 'PTB2009' ENTRIES HERE
John Bigboote replied to John Bigboote's topic in Pass The Ball!
Because I will be editing all the entries into 1 linear movie...which will be set at 30 fps (frames per second) if I throw a 24 fps into the mix without the 3:2 pulldown on it--- it will appear to play fast... which may not be acceptable to Nancy. I am sure there will be other 'non-conformists' in the mix- but I MAKE things work by hook or crook. -
new website i´ve made
John Bigboote replied to thefreshestever's topic in Work In Progress / Sweatbox
Yeah---great design! Your 3D really works and I love the interactivity. I would ask for a 'mute' button tho- -
YOU CAN SEND YOUR 'PTB2009' ENTRIES HERE
John Bigboote replied to John Bigboote's topic in Pass The Ball!
uh, bluh, duh....(there's always one in the crowd)...I just noticed the 30 fps...How about 24 fps? less frames to render, smaller file sizes - I've already rendered... (I guess I could re-time the frames in AE if necessary, rather than re-render) Not a prollum! I'll add '3:2 pulldown' to it...and it will be just fine! What is 3:2 pulldown you ask? http://en.wikipedia.org/wiki/3:2_pulldown#3:2_pulldown -
YOU CAN SEND YOUR 'PTB2009' ENTRIES HERE
John Bigboote replied to John Bigboote's topic in Pass The Ball!
Thanks Katt! I remember when I set-out to make a baseball, I thought- 'this should take 5 minutes'... THEN I discovered that a baseball, though a rudimentary prop, is actually a logistical NIGHTMARE to model in 3D...if I were to ever teach a 3D class I would have students try it as an exercise, to open their eyes. I have another model as well, that is more of a 'real' ball--- and I made it in a completely different manner... -
looks good. I'd like to see the action take place in a set...any kind of set... that kinda helps sell the thing.(forgive me, I am tired of the A:M default choreography and lighting setup.) The animation is very good, but I'd like to see some more follow-thru on the leg after the kick.
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What about grooming hair in a pose? I've had a little success with leaving the hair UNgroomed in the model...setting the 'type' to 'constraint' at ZERO%(and a pre-roll of about 2 sec) then, in a POSE- you go about your styling... and adjust the hairs constraint amount to about 50-60-70%... this gives you a SLIDER control between your hairstyle (neat and posed) and totally LOOSE...as in windblown...wet...or unkempt. EDIT: I'd suppose you could go about this the other way as well...where you 'style' the hair in the model...and then make a pose where you lower the hairs constraint to zero percent... I guess that would accomplish the same thing.
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What's the best way to do this?
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YOU CAN SEND YOUR 'PTB2009' ENTRIES HERE
John Bigboote replied to John Bigboote's topic in Pass The Ball!
Welcome Jaff! Glad to have you included. Can't wait to see what you do! -
I Little Animation I working on...
John Bigboote replied to Jaff's topic in Work In Progress / Sweatbox
Looking very GOOD...GREAT! I would love to see him drop the weight at the end though! -
YOU CAN SEND YOUR 'PTB2009' ENTRIES HERE
John Bigboote replied to John Bigboote's topic in Pass The Ball!
OH--- and PLEASE include in the email your name and such---so I can properly credit you. SO FAR--- 2 ENTRIES! -
THIS is the baseball model featured in the opening credits of the original 'Pass the Ball'. If you would like to use it as a 'common' ball model...please do. It is optional, and yes- you CAN use other balls if you like. Up to you. NOTE: There is a pose you need to turn ON to get the stitches to wrap to the ball... HashBaseball2V13.zip
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YOU CAN SEND YOUR 'PTB2009' ENTRIES HERE
John Bigboote replied to John Bigboote's topic in Pass The Ball!
BALL! I forgot that I had volunteered this model... anyone that wants to use it may certainly feel free to do so... OR download it just to 'have' it...you never know when you might need a stylized baseball... NOTE: There is a pose you need to turn 'ON' to get the stitches onto the ball. HashBaseball2V13.zip -
WOW! Looking good! Great expressions... you GOTTA use the muhair...too shiney? There are TONS of settings you can tweek to adjust that.
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Here is an address to email your submissions for 'Pass The Ball 2009' project: Please compress the files into Quicktime format and try to get the file size below 10 mb... if this is a problem, let us know in this forum and we'll advise. mcampbell@gwstudio.com PLEASE PUT 'PASS THE BALL 2009' into the subject line. Again, here are the details (pasted) THANKS! Can't wait to see what you create...HAVE FUN!- Matt Campbell -aka 'John Bigboote' _____________________________________________________________________ WHAT IS IT? The 'Pass the Ball' was not a competition, it was a short movie made by the Hash forum in 2006. The criteria was simple... have a ball, or similar object- enter from frame LEFT, have your character(s) interact with it for a few seconds, and have it exit frame RIGHT. Will Sutton then cut the entries together with some music and came-up with this: PASS THE BALL http://www.hash.com/amfilms/search/entry.php?entry=1080 I have volunteered to collect and compile the clips (Unless someone else really wants to.). We have a musician who has volunteered music... at this point we are having a healthy/positive conversation about the simple rules... those being: THE RULES: -participants will make a unique cartoon/movie with the ball entering screen-left(your left) interacting in the screen (whatever you want) and exiting screen right. -participants can enter as many as they want. -movie parameters: 864W X 486H @ 30 frames-per-second (3 second minimum/9 maximum)... we will place this on Youtube HD. The final copy will also be made available at D1 letterboxed resolution for those wishing to burn a DVD. - A 'ball' will be made available as a common file. However, those wishing to use their OWN model as the 'ball' can do so. -Movie files will be sent via electronic delivery by JUNE 1, 2009. ( to a yet undetermined address) If these rules sound 'jiggy' with everyone...away we go!
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To let you know how they generally look...HERE is an old test I did using A:M's new liquid (A:M Fluid) feature: http://www.campbellanimation.com/MC_mov10.mov
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So- you want the hose to be swinging around with hydraulic fluid spurting out of it? I would try the new AMLiquid feature (In V15) apply the material to a small patch of geometry at the leak and start dinkin the settings...
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shift-8
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Sounds like between you and Rusty you have the answer... MC- You know how to switch from quaternion to euler rotation math, right?