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Bendytoons

A:M User
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About Bendytoons

  • Rank
    Toon Wrangler

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  • Website URL
    http://www.bendytoons.com
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Previous Fields

  • Interests
    movies, storytelling, science, history, folktales, photography
  • Hardware Platform
    Windows
  • System Description
    dual athelon laptop, 2 gigs ram, vista home

Profile Information

  • Name
    Ben de Leeuw
  • Location
    Asheville, NC
  1. spot on, I do this all the time.
  2. If particles can be included in an alpha channel, render one sequence with an alpha channel and make is a layer or rotoscope in front of the other sequence (which woudl also be a layer or rotoscope.) If they can't... hmmm... BTW, if you are resaving any of your TGA sequences as QT and need to preserve an alpha channel, "Animation" codec is the only one that supports an alpha channel. As I recall particles cannot be included in an alpha channel. The workaround I used was to rerender the scene with the particles in a white bg with black particles (or black bg, white particles), and use that as the mask.
  3. before you click on the bone in the foot you need to turn off compensate mode. It is the little button with grey and red boxes next to the magnet button.
  4. Rob, I think the written information is helpful and clear. I think your chart is a bit confusing. I think it would be clearer as a linear chart, one step to the next, without the branching, even though that means you would repeat most of it several times. Alternately you could lay out your branching chart in a different fashion that creates clearer distinction between the branches. Don't get me wrong, it works as is, but visually I think it could be clearer. my 2c, Ben
  5. You'll need to use an external application like Syntheyes or pfhoe. If you want to know about them just search the forum for those keywords, they come up in a new thread every six or eight months.
  6. I thought that while I was watching, but was really glad you did it the way you did. I often realize the need for a fan bone after I've already rigged and your method of hiding and unhiding the rig is obviously the easiest way of dealing with that. Its good to see someone else's work flow, it reminds y0u of other ways to do things.
  7. Really good TSM tutorial, Robert. Thank you.
  8. Matt- Just did a quick check. apply hair material to model/group. add decal to same model/group. Change decal type to other. The properties driven box (right below where you've changed to other) should now present you with a pop up list of properties yo can drive with the image.
  9. Bendytoons

    Walk Cycle

    Stride length is limited to actions. It is not available in chor. actions. However...right click on the chor. action in the PWS and you can save it as an action. Then you can open that action and use stride length.
  10. John- To clarify, are you talking about lights showing interactively in the choreography, or light showing in a rendered image? If the issue you are having is in the interactive choreography it is probably an issue with memory available to your graphics card. If it is in rendered images then something is wonky in your procedures, as I don't think A:M should have any trouble with rendering that many lights.
  11. Everyones advice is good, but if you want to do a gallery show I would recommend a higher resolution than others are suggesting. A couple of years ago I mounted a show of panoramas between four and eight feet long. I found that with archival quality prints (I used an epson 2400) I wanted to print at 600 dpi to get the best image quality. This does make the images harder to work with in Photoshop and requires a lot more render time, but you can't go wrong with higher quality.
  12. You cannot animate the position of a decal, but you can use an animated image as a decal. Clever application and tiling of a decal should let you create an image like the chain example.
  13. Matt, that's the best thing I've seen with fluids yet. You the man.
  14. Alejandro, Just a quick thought. Syntheyes is happiest with sequential image files instead of movie files, and image sequences tend to be a little more stable in A:M too. You might convert your footage to a targa sequence before running it through syntheyes and just use the sequential images instead of a qt in A:M.
  15. Treez is used in an action window.
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