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Hash, Inc. - Animation:Master

hashlister

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Posts posted by hashlister

  1. Sell-sell-sell! Thats the old-animators motto! Only it was spelled cel-cel-cel! (guffaw)

     

    Are they asking you what software is used or is that a non-issue at this point?

     

    BEST LUCK!

  2. The windows would'nt have to be separate geometry... look at all the options Hash gives you for a decal...transparency, ambiance,bump,color,reflection...

     

    The way I did this once was to make the entire building with bare bones patches, basically just a 'box'...

     

    I then used my digital camera to shoot actual buildings...I went to my nearby downtown Detroit which has some cool old time stuff, albeit bulletridden...

     

    I then used Photoshop's scaling abilities to 're-square' the building imagery using the distort option. This gave me the basic 'color' decal... I then made an element for all the windows, basicly white on black and applied that as reflection... Hey I ve got an idea... I'll post an example!

     

    http://www.hash.com/forums/index.php?act=ST&f=7&t=8693

     

    I used JohnL3D's topic in the wip, hope no mind. Posted are FOUR decals from my library...COLOR, AMBIANCE, BUMP, and REFLECTIVITY. You could use a map like this for transparency too if you wanted to see thru the windows...

     

    Hope this helps! Worked for ME!

  3. Beautiful sketchery Will. One of my first A:M models was for the Detroit Red Wings scoreboard where they wanted their mascot (Al the Octopus) animated doing zany scoreboard mascot kinds of things. What I learned: Octopi are HARD to animate.

     

    Did I hear the Anzovins are making an Octopus rig?

  4. Well- I used PC Win2000 thru IE and once I hit 'new topic' there is the text box to type your hype and below it is an 'upload file' box that lets you browse your HD for the file with a limit of 1mb(just below the options and icons). Jpeg images are fine and so are Quicktime movies, but today I tried an mpeg compressed avi and was not allowed...

     

    Also along that line (i should post this to the forum topic) the files the forum allows you to use for your avitar (image) claims it will allow .swf's but it actually does not allow them---I was going to place my image with some interactivity (rollovers) but to my chagrin was unable to.

    post-7-1087958244.jpg

  5. And here's another...my 'girlie-girl' in cheerleader form...Pom-Poms and hair all with V11. I had to turn-off collision detection because it was causing cofusion amongst the models, the hair was going everywhere. This was to test action-blending and how hair reacted (very well) and how multiple hair instances work on the same model (short hair on head...long hair on head...and pompom hair) as well as on 3 instances of the model. I rendered this at 30fps at D1 res...looks GREAT!

     

    I am still staying away from turning on reflections...maybe I'll try that tonight.

    cheerleaders.mov

  6. Some characters we are working on, my friend John Aretekis had A:M for about a year and then sort of gave it up. When I asked what kind of work he had accomplished he said he had modelled some characters, so I asked to see them and they were WONDERFUL! He has this wolf, 3 male fat hiphop piggies and 3 female fat hiphop piggies, all decalled and modelled. So I borrowed them and rigged them and now we are trying to conjure-up a '3 lil pigs/ goldilocks' modern day takeoff.

    This is a quick animation test with minimal lip poses for tracking to a clip I nabbed off TV...

    BigED.mov

  7. OH...and here's a real treat if your testing v11.0g hair.

     

    Put 2 or more hair objects in the same chor (different objects-with different hair materials) and render. It appears the current version can only handle 1.

     

    Looking forward to 11.0h

  8. Remember Harriet...she's SO much fun to experiment with...

     

    I now have some actions for her and have worked more on her hairstyle. This is a test to see how the hair dynamics 'bounces', which did pretty good!

     

    I have to leave reflections OFF due to high render times. I had some trouble in this render (6min per fr at D1 res) with shadows popping on and off, as well as decals (her pupils) coming and going...

     

    I'll send files off to Randy tomorrow... I'm SURE they are working on the shadow and reflection and decal/Hair weirdness...

     

    I hope.

     

    Harriet.mov Quicktime 770k Sorenson3 compression attached

    Harriet.mov

  9. Hi-

     

    I setup a render Friday night and am checking it out this morning. A:M actually did pretty good, I had this test AND some motion graphics rendering in 2 instances of V11 and both finished.

     

    I have been experiencing reflection problems and this test sort of illustrates what I am getting. This is just one of my wacky characters doing a little dance with some props thrown in. The car seems to reflect fine, or wants to. The girl's reflections look fine in Render Previews (shift Q) and look fine on frame 1, but then fail.

     

    Have a look-

    hair_V11c.mov

  10. Hayawl-

     

    While still on v10.5 I began playing with the new hair, which was strong at making 'locks of hair' or poneytails... very cool. Add to that the new 'Dynamic Constraint' and you were rocking...except the dynamic constraint needed 'collision detection'...

     

    Then I got V11 which has hair eminating from patches with 'hairguides' for styling...also-very cool. The Dynamic Constraint I see now has collision detection as well.

     

    I have gotten to the point where I want to combine the two methods in V11 on the same model in the same 'hairdo'. I am trying to do the V10.5 'lock' method, by creating a spline, right clicking a point in the spline, choosing 'Select CP', and then adding a hair emitter matierial to the CP's spline. I get to this point and can NOT get the hair to show, I can see the oval 'controllers' that let you twist and shape the lock, but the strands of hair don't show. I did make sure that I have 'Render Particles/Hair' ON in the render settings and that the hair emitter is set to 'wireframe' and not 'don't draw'. No show in model, action or chor. Nor on the final render.

     

    I can open v10.5 and do all the same steps, see the hair, save the model, open it in 11, no hair. Any ideas?

     

    WHILE I"M ASKING ABOUT HAIR:

    Does anyone know, or is there any documentation on:

    DYNAMIC OPTIONS:'Targeting'- Whats the diff between 'Constraint, Spring, or None'?

    OBJECT COLLISIONS: What is referred to or what does 'collision radius, bounce, and friction' mean?

    What is MASS?

    What is DRAG?

    I've been experimenting with all these to the point where I don't know what they do.

     

    THANKS! Matt Campbell

  11. Hey- Meet Harriet.

     

    Good Side: V 11's hair modelling tools are quite nice, and I love the way they react to your characters motion...I'm having fun and look forward to rigging Harriet with TSM and the new CP weights...

     

    Bad Side: This model keeps crashing the renderer. On this test I was lucky to get 69 frames rendered, but it was a 150 frame chor. I set it to render overnight, usually, and come in to see A:M has crashed. Today I came in and saw it had crashed so I figured maybe I should download the latest version, 11E. So I did, and then went to open this project. Crash. So I uninstalled v11 and cleaned out the registry. Reinstalled, open proj-crash, open model-crash, import model-crash...

     

    I finally had to open the model thru v 10.5, which made me delete the hair, but I was at least able to salvage the model... so I get to start all over on styling the hair, which is OK because I need to practice, but...c'mon!

     

    Qeustion: Does anyone know if the new hair respondes to forces? I havent been able to get it to...

    hair_V11.mov

  12. Clumpiness...there's a setting for that I believe, if you mean by clumpy that more hair grows out of one area than another, it's there in the documentation...use the density tool to 'thicken' or 'thinnen' the hair velocity for individual follicles(hair guides)

     

    As far as the tools go for grooming...PRACTICE. It's quite awkward at first but the tools are ingeniously straightforward. If you have a slower machine, my advice would be to HAVE PATIENCE. Also, for speed, turn off pre-roll, then turn it back on later before rendering.

     

    Tip: I went to the hash page under 'whats new' and found the documentation for the new hair and printed it out (20 pages) it makes more sense to me on a page I can hold in front of me...

     

    As far as V10.5 goes, there was a cool way to get 'poney tails' and such by getting the hair to follow a spline...has that approach been abandoned? Or can you still mix the two disciplines?

     

    I'M GONNA HAVE SOME COOL V11 HAIR EXAMPLES BY NEXT WEEK!!!

     

    V11 HAIR IS INCREDIBLE!!!

     

    THIS PROGRAM ROCKS!!!!!!!!!!!

  13. Hey yall-

     

    I am about to 'rig' a character (my first in V11) using The Setup Machine and I'm very stoked about using CP weights...the new feature in V11 that allows cp's to be assigned to more than 1 bone...my Question:

     

    Will TSM be 'affected' by these multiple-bone-assigned CP's?

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