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Hash, Inc. - Animation:Master

frosteternal

Craftsman/Mentor
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Posts posted by frosteternal

  1. Yeah, I had to render that part three different times because electricity went out. and the last time I lost a light.

    I attempted to add new one but I missed the mark. so I'll re -render it after all the snow stopps

    thanks frosteternal

    Wow - I'm glad you didn't lose more than just the light - I had a hard drive go down on our last project and lost a whole day's work.

     

    Weather can be such a trial!!

    Looking good.

    Jak

  2. Hello Everyone.

    this is the second part of Elderwood meeting. it's taken longer in render time, so it's not very long.

    comments welcome

    I especially like the pan from right to left across the characters in the first part of the shot.

     

    (There is an odd light-to-shadow jump in mid-pan, I'm not sure what is causing it?)

     

    Very nice.

  3. Is it possible, by 'Baking All Actions', to fix the value on a light and re-use it?

     

    Use Keyframe Copy/Paste on the lights to make the values the same. Make sure you do not key the position/orientation (turn them off in the keying option lower left part of screen) Also, make sure the "A" (animation mode button) is turned "Off" This will make the values constant.

    Baking the actions is not relevant to this situation, but if you have settings apparently changing (like the motorcycle light etc) perhaps there are keys set for them by mistake. Use the timeline to check for this.

    Good luck!

  4. It looks like the shorter one may be partially occluded, thus creating a shadow in the beam. I can't say for sure with the image. Make sure that the lights are exactly lined up with what you wish to align them to (check the coordinates)

    You may also want to change the contrast, unless they are in really heavy fog, those light cones wouldn't be nearly so clear. If you want to get the effect of the light "blowing out" the exposure around the headlights, add some glow/flare along with more subtle volumetrics. Also, you may have more control if you use separate no diffuse/no spec lights just for the volumetrics, or just for the flare.

    Bake all actions will not have any bearing on this situation.

    Nice model, by the way.

  5. Nothing really fancy, just blocking out some animation and figuring out lighting, textures, etc.

     

    http://www.youtube.com/watch?v=SbxnOFebxWc

     

    Here a little info: Still working on V9.5, still facial capture by hand (at least for the basic blocking of the animation), very basic materials.

    I hate the first scene (too "noisy") second one is pretty good, third is alright, fourth I just started and very rough and final is just a test. It really all is just a test at this point.

     

    God bless ya'll!

    The facial animation looks very nice; is there supposed to be sound?

  6. Amusing little taste of it.

    I too am curious about the story (although I'm a big fan of keeping stories mysterious myself, so no biggie.)

     

    I'd like to see a bit more "oomph" out of the devil when he shouts "I'm not afraid of you, I'm the Devil!"

    He should throw his body into it more.

     

    Nice :)

  7. Great start on the tank... I've often tried to do mechanical modeling, but I always get annoyed/bored and give up :D

     

    That inspiring image is neat.

     

    It looks like your version will fold into itself, at least that is how I imagine it moving about...

  8. we had a discussion on jumping, your way won, :)

    I thought, when I jumped my arms would stay close to my side, but my husband said I jumped wrong. :D

    ...

     

    Wow - Kat, this project has become huge - even more so than before ;)

    I agree that the new jump looks much much better - very natural!

    Nice work, your "look" is appropriate to the story.

    I've been lurking and following for a while, just kept my mouth shut before :)

     

    Keep up the hard work!

  9. And always "Embed All"! (this is just a reminder for myself actually)

    Embed all is what I use to encapsulate everything in a copy for sending a scene off to render - that is it.

     

    Embedding everything all the time is like putting all your eggs in one basket.

     

    Backup backup backup.

     

    =)

  10. I played with a similar look back in October 2007 for my Halloween animation - I think my design classes had affected my brain and I was thinking in design elements. :lol:

     

    http://www.hash.com/amfilms/search/entry.php?entry=1337

     

    The main character is 3D rendered at 100% ambient to give it a cut-out look. Most of the backdrops are only silhouette. I think a combination of true 3D elements with cutout shapes is an effective technique to combines the strengths efficiently.

     

    Pros - Easy to light, easy to model backdrops, very distinctive look, nice bold colours, fast renders

     

    Cons - Less detail (may not matter), still have to think in 3D for actual character design, have to think in silhouette (which is actually a plus too, makes for stronger poses.)

  11. I think the movies don't rotate, it's always the latest four.

    I'm sure it was really meant to rotate.

     

    I know there's got to be more than four movies in AMFilms.

     

    Yes, but my Heinz Ketchup murderer animation is so very important. ;)

    Even though it was beaten by old women smirking.

  12. B)-->

    QUOTE(Jeff B @ Dec 1 2008, 10:40 AM) 287984[/snapback]
    I'm having trouble uploading my fill i Have compressed the fill but it still will not upload to this forum.

    I believe there is a 5 meg limit per file for uploading files on the forum.

  13. B)-->

    QUOTE(Jeff B @ Dec 1 2008, 06:35 AM) 287969[/snapback]
    Hi sorry to ask probably a silly question. But I have just finished a short film that is about 1minute long and it took 22hours to render is this normal...

     

    I'm in the middle of rendering a ~5-minute short and budgeted about 1.5 months render time, after pessimistically calculating ~6 minutes a frame. (My characters are stylized and shots are optimized for fast renders. Yes, 6 minutes per frame is fast.)

     

    Rendering takes time. It is affected by... resolution, lights, ray-tracing, (shadows, reflections), number of patches, complexity of materials, number of image maps, and what is visible in each frame. (close-ups of a complex character with a detailed procedural material and reflective eyes will take longer to render than the same character in a long shot.)

    Other things that affect render time are hardware related, like how much memory you have in your computer, and processor speed, and whether or not you close unnecessary background programs.

     

    I calculated each frame your short rendered took just over a minute to render - that is very zippy! :lol:

  14. Single pass (A-buffer) fakes the depth of field. The result is very pronounced, but not necessarily "correct".

    The multi-pass focal blur is more accurate, and will be as obvious as you make it. For dramatic rack-focus shots, use very shallow depth-of-field. The in-focus area should be extremely narrow. (The camera cone has adjusting handles so you can adjust this easily and intuitively.)

    To get "quality" DOF, you may need up to 64 passes. It really depends on the shot. For some shots, you may want to do the blur in comp.

    But subtle, more accurate DOF can be invaluable in "selling" a shot as real.

  15. I know all this, and i work with AE now, like i did before.

    The reason why i tried to that in AM was, that the description

    of layers in the manual at one point compared it with the

    good old xeroplan cam invented by Disney....

    For what you are trying to do, I'd recommend using AE to remove the chroma key colour, and output as targas with an alpha channel. Now use those in your layer and you will have to flexibility you seek.

  16. Thank you for pointing out the rainbow. I have played some with alpha in the texture. Hope it looks better than before:)

     

    bifrost.jpg

    The rainbow looks fine, although it would be more convincing if it had ambience to itself; it needs to glow.

     

    I love the character designs!

  17. 29.97 is known as 'drop-frame'...meaning it will drop an entire frame at a rate of about 1 per minute of animation. Is that something to worry about? Absolutely not.

     

    29.97 vs. 30 is a difference of almost 2 frames every minute. Being two frames off will be noticeable to most people and just become more obvious as the minutes pile up.

     

     

    Drop-frame is unnecessary, and hopefully, will be phased out with new technology. However, most (semi-pro) editing programs will seamlessly change from 30 to 29.97 without any frame losses "piling up". I prefer to animate at 24fps and then let AE worry about it later =)

  18. if i recall properly, there is some kind of auto-steady mechanism built into this rig, and those two bones are part of it. in the poses, make sure any such "auto-balance" or "steady" pose is "OFF".

    or fix those balancing bones.

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