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frosteternal

Craftsman/Mentor
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Posts posted by frosteternal

  1. this is something that has bothered me for a while. is there an easy way to just remove patches from a group without making a new group minus the undeisered patches?

    Yes.

    Select the group. Hold down ALT while selecting points. This removes them from the group. (Holding down SHIFT adds points to a group.)

  2. Thanks everyone! I'm really very excited, this is all such a great new experience!

     

    I'm definitely going to make time/money available to attend. I've been out that way before and the area is very beautiful, plus I can't wait to see all the entries (and mine) on a big screen in a classic movie house.

     

    Thank you again everyone for all your encouragement!

  3. Here, this project file should illustrate what I'm talking about. This has an advantage over smart-skin - easy to set up without setting multiple smart-skin keys, and it adapts to situations one might not have made smart-skin keys for (like opening the jaw further then intended, etc.) Plus, it adds rotation of the stretchy part automatically, which would have to be individually keyed at extremes if using smart-skin.

    skinTest.mov

    stretchySkinPiece.prj

  4. stretchy bones and rigged skin.

     

    :blink:

     

    ok, i'm game. the piece of cheek would need to become narrower

    when Eugene -Osiris- opens his mouth and the piece stretches.

    guessing this would be a pose?

    Or just use expressions to link the scaling of the bone so that as it gets longer, it gets thinner. But you could also link the scale to a smart-skin.

    The expressions would be more reliable. Hang on, I'll throw together a quick example of what I mean.

  5. i've no idea how to plan, what to plan, or weigh pros&cons.

    is the solution some kind of model/cloth/smartskin soup?

     

    The skin stretching by the mouth would be a great use for stretchy bones. Use a target, a kinematic constraint, and the "scale to reach" option. This allows a bone to stretch between it's point of origin and the target - great for flexible bits like cheeks, membranes, and some decaying skin. =)

     

    The skin would be best rigged, maybe simcloth or smartskin on frayed edges, but clever rigging will do just fine.

     

    Your best start would be to do some concept sketches - if you can show yourself/us what you are envisioning it will be even easier to help you =)

  6. Nice city model - very VERY nice!

    Regarding the flickering bickus-dickus ™ :

    If, as I suspect, the flickering bickus-dickus ™ refers to the flicker of high-detail tiny objects as they move across limited resolution, then most of it will disappear with higher resolutions.

    The other solution would be using a depth map to blur objects at distance > n (where n is an arbitrary distance from the viewer at which details alias) slightly to help clear up the flicker (a type of temporal aliasing)

     

    Great stuff!

  7. Thanks everyone, I'm so glad you all enjoyed my dark little film. I'm graduating this quarter, March 25th actually, so then from here I'm hoping to land a motion graphics job out here in Chicago...to help fund my next personal project, of course =)

    Now I have to prepare for my portfolio show =) yay!

  8. That was fascinating. So... your preferred method of death is being buried alive?

    Not my preference, but if one happens to be a depressed and suicidal cartoon boy, cursed by a cruel writer to be indestructible, one must find a compromise.

  9. Y'know--- I've heard that in the middle ages it was quite common for someone to be buried alive. Frequently, people who were merely unconscious or had low vital signs were pronounced dead and buried- only to revive later in a underground coffin. It was so common an occurrence that they would place a bell in the coffin with the deceased, to ring if needed. Ghastly.

    Yep. One town had a better solution.. They put a spike in the coffin lids...once the casket closed, there was no chance of being buried alive. That is efficiency - it gets right to the heart of the problem.

     

    =)

  10. Way to go! Lots of fun for the dark-humored among us (such as myself)! Quite an accomplishment, too!

    Thanks! I'm very proud of this one. Just wait until you all see the final cut with sound fixes and everything! I can't release it just yet but it is much, much better than this rough cut =)

    Thanks for the feedback!

  11. DONE!

    Well, mostly. The main stuff is complete, just some extra finesse and sound work left to be completed. The animation, however is 99% complete.

    Altering the too-drastic focus pull at the end, it is too abrupt, also changing the lighting on that end shot to be more yellowy. Also re-rendering a high-quality opening shot (I've been using a proxy video file to save time)

    week7.mov

  12. The optimism and cheer continues! Week 6 saw the wrap up of the gun sequence, and the next attempt : bleach.

     

    This project should have all the main shots completed over the next two weeks, and then it's just audio, edit, and some re-render & cleanup tweaks.

     

    Hooray for tight production schedules. =/

    week6.mov

  13. From what i can find about "The Last Days of Coney Island" it seems to be on permanent hold. I guess even Ralph Bakshi still needs someone else's money to make a movie even with the magic box.

     

    But the crucial element he doesn't address in his talk is distribution. What we learned form TWO and SO is that making a movie is hard but getting people to watch it is even harder.

    Yeah he dismisses distribution with the comment "hell, sell it on ebay!" As if it is that easy.

     

    (I was also somewhat miffed by his "magic box" comments too. Too often people act as if the computer does all the work and he seemed intent on reaffirming that view.)

  14. Exception #10 is an out of memory problem.

    Back with v14 it often was related to SSS. The biggest problem I was having was that my models with SSS were "huge" - I had built them to life-sized scale within the program (my character was literally several meters tall in the program's units), and since SSS is physically based, it was sending the memory and render requirements through the roof.

    Your character is VERY patch-heavy.

    You can sort of render SSS separately by rendering elements that contain it apart from the rest of the scene.

    Another thing your could try is render one without SSS, and another with SSS with very high half-extinction values - this will make a very waxy and soft render, but it renders with less memory and time and you can comp that translucently on top of the non-sss render to find a happy medium between the two.

     

    And you can definitely render AO separately, that's done all the time in the pro world.

     

    The best solution for your specs would be multiple layers to composite.

     

    The models are of 'actual' size. The female is like 5' 10".

     

    All of the rest is in relative proportion.

     

    Now that you mentioned it I remember doing something with the SSS and comped it out in photoshop. I wasn't excited with the result though because I've seen render marquees of the actual SSS and it much much much better. It's just that once I see something I really liked I HAD to attain it again no matter what and render it to final and not settle for something less. I tried rendering it separately with the other models turned off and SSS turned on and it doesn't take that much time at all so I'm thinking I'm missing a lot. To me SSS is like a reward for my hard work.

     

    I'll definitely look into rendering separate AO for animation. But for still I defintely want to go with the real SSS or none at all which I'm not that excited and feel less rewarded.

    The "actual size" model is what's killing your sss renders. I am 99% certain. Sss uses the physical size of your model in the calculations and needs more memory for a physically larger model. This may have been accomodatwd in later versions of am...sss was brand new. Def see about rendering on someone else's machine

    .. Your work is gorgeously detailed and would be a shame to skimp on rendering. In the future, I recommend building at smaller scalws...am will be happier and your renders will often be quicker too. I learned that the hard way.Best of luck to you!

  15. Jesse,

    That's an interesting thought and that sounds as if it could be the problem.

     

    In your case, if you scaled your model way down in size did it make any difference?

    The problem was stabilized in later versions of the program, but the actual model - NOT the choreography instance, had to be scaled down. That was a pain but that's the only way "The Mountain" got rendered. =)

    (and I added more ram too.)

  16. Exception #10 is an out of memory problem.

    Back with v14 it often was related to SSS. The biggest problem I was having was that my models with SSS were "huge" - I had built them to life-sized scale within the program (my character was literally several meters tall in the program's units), and since SSS is physically based, it was sending the memory and render requirements through the roof.

    Your character is VERY patch-heavy.

    You can sort of render SSS separately by rendering elements that contain it apart from the rest of the scene.

    Another thing your could try is render one without SSS, and another with SSS with very high half-extinction values - this will make a very waxy and soft render, but it renders with less memory and time and you can comp that translucently on top of the non-sss render to find a happy medium between the two.

     

    And you can definitely render AO separately, that's done all the time in the pro world.

     

    The best solution for your specs would be multiple layers to composite.

  17. ...So it has to be lack of resources.

     

    My question is, is there a robust solution to render these objects separately or in any possible other way render separate passes as not to over-burden the systems resources resulting in me getting kicked out onto the desktop and ultimately composite it all back together? Or at least can someone in here point me into the right direction as to achieve similar solution. I remember some time a go that a studio used A:M to render for an advertisement and they mentioned rendering some of the elements separately (not sure which elements they are) to tackle down 'certain problems' and composite it back using After Effects.

     

    If a solution prevails itself I will defintely be using A:M for my final animation project. Any help is appreciated. Thank you.

    It really sounds like it could be related to a low memory issue. I remember 14c or so gave me a similar problem, using SSS. Or it could be an internal patch + memory issue.

    If indeed you can render out parts of the scene separately, render them with an Alpha channel. This will make it easy to composite back together in AfterEffects. The pros do this all the time, even Pixar and such.

    Sorry it's been so frustrating!

  18. I came down with my once-a-year cold last week, and was unable to work. Boo.

    This put me lightly behind, so last week's scene (the noose attempt) will be posted as soon as the renders are done. (SSS runs sllllloooooowwww on extreme close-ups but looks soooo good!) Then on to the next suicide attempt. So ideally, they'll be two updates this week.

     

    In other news - my little sister gets married this Saturday!! I'm excited but working like a madman on my classes to get ahead so the out of town festivities don't put me further behind!

     

    This is week 5 of classes, out of only 11 weeks.

    Almost graduated...

  19. ...

    PS: So I have never been able to get that feature to work for me... I only get black surfaces from it and so I left it behind someday and use the Skin-Shader of Yves for that...

    The black surfaces are because it doesn't always work properly in preview renders - you need to do a final render to get the true view of it.

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