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Hash, Inc. - Animation:Master

John Keates

*A:M User*
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Posts posted by John Keates

  1. You can get a day return super-saver for about a tenner... or at least you could - but they put the prices up recently so I dunno. I might try and combine it with a trip around London (the underground pass costs little more if you include it with the ticket).

  2. Hey Wegg,

     

    They look real nice!  Looks like you have been working on getting the best out of the renderer.

     

    Have you used the reflection filter on the gold?

    There is a reflection distance setting on it. But I'm not sure what this filter stuff is your talking about. If it wasn't in 8.5 I'm a noob. :-)

    The reflection filter is there for getting stronger colours in reflections. Say you have a pure red object. If you set the filter to 100% then you can boost the reflectance to 100% and still get a red object (wheras before it would go silver). What is happening is that the surface is filtering out all but the red colour. If the object is surrounded by scenery that has no red in it then there will be no reflection and the object will appear black. This woul be rare though and more commonly you will end up with a nice juicy redness.

     

    If you look at Chirsmass ball-balls then they are a good example of this.

     

    I don't know if I explained that well - I couldn't find the link to the proper explanation. Anyway, hope it helps.

  3. Those were pretty good vidios. Actually, there is more to dynamic constraints than was shown on the vid. It was nice to have a little technical clarification though.

     

    What was particularly nice for me was to see Bob using some of the test projects that I sent him. I think that three or four of those were mine. :D

     

    One thing that I think should have been included is the button for turning gravity off. This means that an object can keep its shape as modelled when still and still be able to flop about loads when there is movement.

     

    The angle limit can come in handy also for making sure that bones don't rotate to far and distort the model too much.

  4. South hill park is a great place and not to far for me but it may be a little far for the others. I don't know if it has a room that we could used but you never know.

     

    Last time everyone went by train. Bracknell is easy to get to from London by train but how far away is south hill park from the station?

     

    I should contact the Kingston theatre to see if we could use it but I expect that it will be cold at this time of year as they are still £6 000 000 off completing it (all the money goes to London). This could mean that it would be rather chilly at this time of year.

  5. Actually, I have a little crit. When the guy in red gets kicked back he just kind of lands when I would expect him to stumble back a little. This would make it look a little more gritty.

     

    I guess there might be action pacing issues and things but that was my observation anyway.

  6. That animation was fantasic (of course). It has a nice balence between realisitic and cartoony. I like the squash and stretch ( like when the guy in black kicks the guy in red in the Niagra, and when he realises that he is about to eat fist sandwhich).

     

    The style reminds me a little of the test animations from Osipas book but there is definitely something else going on here.

  7. The closest thing that I'd care to see here in the forum is an area where writers got help writing scripts, treatments etc..

    I agree. Actually, that was the original idea that I had and then it got muddled with the philosophy thing. The two are strongly related for me but if the furum is advertised with only script writing in mind then that would be much better. I expect that other stuff would creep in more than it should anyway.

     

    Just and idea... It seems to make sense now that we have people grouping up to make animations.

  8. I am definitely up for this as I am out of work at the mo and have pleanty of time. PM me you email and I can send samples.

     

    I can do modeling, texturing, rigging, animation, lighting to varying standards. I hope I didn't miss the boat.

     

    John

  9. I am definitely up for this as I am out of work at the mo and have pleanty of time. PM me you email and I can send samples.

     

    I can do modeling, texturing, rigging, animation, lighting to varying standards. I hope I didn't miss the boat.

     

    John

  10. It seems silly that a lot of posts about religion/philosophy are in the rants/raves section where they are supposed to get deleted.

     

    Since a lot of the best stories have a strong sense of morality/philosophy behind them, it would be nice to have a section for this kind of discussion. There is alway the OT section (I don't really know why we havn't been using that), but it would be good to have a 'debate corner' where people can go for ideas.

  11. Yes this is possible. You can set an indevidual model or group to render as toon by playing with the properties - you don't have to use the render panel.

     

    Also, you could render just one part of a scene and then the other making sure to use the alpha buffer (I think you need advanced render properties on to do this) and render as Targas.

     

    Then it is possible to load the sequences of targas into a project and display them as layers in a camera instance. You can now render that camera view and both layers will get rendered.

     

    Hope that anwers your question.

     

    I am not a big expert on this so I can't give you much more info.

  12. One Thing that I wonder about is this:

     

    Say you make something which is rough like skin so you use the Oren-Neyar shader, then later on you put some bump mapping on it. Now you are simulating the roughness twice, once with a mathematical approximation and also with bump mapping (which could act like a kind-of monte-carlo sampling method if the bumps are small relative to the pixel size). So does the bump mapping get rid of the need for the Oren-Nayar?

     

    One fault with the bump mapping ofcourse is that it doesn't take into account the hiding of one bump behind another so maybe it would be more like diffuse falloff. But the fact remains that I feel uncomfortable with using two methods for achieving the same look both at the same time.

     

    I know that the shader method is simulating the roughness at a microscopic level which wouldn't be quite equivelent to the kind of effect that a fine bump map would give but, by my observations, skin is actually pretty shiny once the bumps and lumps are taken out of it. (There is a part of the male anatomy which is an obvious example here but I won't go there, not unless I were to touch up a certain contoversial model on the 2005 CD. :P )

     

    I guess that at the end of the day, when it comes to skin shading it is just a question of using a whole load of methods and some trial and error to get the look that you want.

     

    Errr... not sure if that was a question or a statement. Iether way it made my brain hurt.

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