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rodger_r last won the day on February 23 2018

rodger_r had the most liked content!

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About rodger_r

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    Non-character modeling since 1993

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  • Interests
    I've built many types of scale models all my life and gradually focused on model railroading. Before I discovered A:M in the early 90's I was building a 1/48 scale set in my backyard so I could use natural sunlight to shoot 16mm movies. Now I'm using A:M to build a virtual railroad.

    While I'm using A:M, I'm listening to music; usually either classical or jazz from the 20's and 30's.
  • Hardware Platform
  • System Description
    Intel i7 3.4Ghz proc., Nvidia Geforce GTX 560 Ti, 16Gb RAM, Windows 7
  • Self Assessment: Animation Skill
  • Self Assessment: Modeling Skill
  • Self Assessment: Rigging Skill

Profile Information

  • Name
    Rodger Reynolds
  • Location
    Windsor, ON, Canada
  1. If you want to see that front projection set picture in colour and read all about 2001 vfx, follow this link. http://nzpetesmatteshot.blogspot.com/2015/01/kubricks-2001-one-mans-incredible.html Since the 40' x 90' Scotchlite screen and massive projection system (also shown) were too big to move, that set is on a turntable to allow different camera angles. If your interested, also check for a rare medium shot (admittedly very poor quality) of the 50 foot Discovery model. You typically only see the 11 foot model on-line.
  2. Wide assortment available here with prices proportional to resolution. http://www.1000skies.com/fullpanos/index.htm
  3. You are correct, I do mean the "aim steering" bone. Apologies for not sticking with my own naming convention..
  4. I don't think turning all flattened splines to mag = 0 would necessarily improve the accuracy of the decal and I'll back that opinion up with the following: When I was decaling the model of my farmer's coveralls I split it into front and rear sections for flattening with the vertical break at the side seams. I wanted those seams to be as even and parallel as possible. To minimize spline stretching during the flattening process, I rotated each cp individually using the neighboring cp as the pivot (left image). I still got unacceptable distortions at the edges where the unseen splines warped back to the unflattened rear section. In retrospect, I probably should have included the next neighboring rear cp in the flattened front and then not decaled those rear patches. Instead I was able to compensate for the distortion by increasing the flattened magnitude of each edge spline to 250 which gave my useable results (right image). So I'm guessing the spline magnitudes that yields the most accurate decal depends on your flattening choices.
  5. Now that I have a rigged driver, no more autonomous vehicles. The chor is identical to the one in the first post. There is a constraint target for each hand control and the Saucy rig does the rest. pickup_with_driver.mp4
  6. My steam locomotive is assembled in an action from two models. The chassis and wheels model has 169 groups, the boiler and cab model has 200 groups. I would find a 64 group limit to be unusable.
  7. Attachments don't seem to be working. In both Edge and Firefox, I browse for a local file and hit "Attach this file" but the selection box clears and I get "Error No file was selected for upload".
  8. Sweet biscuits! You try to eliminate every possible variable to make Steffen's job easier and then I forget render settings. Thanks Robert.
  9. I've discovered a bug that crashes A:M v19.0 on my Win10 machine under very specific circumstances. Before I submit a bug report, I'd appreciate someone to check my work to make sure I'm not missing something. All required files should be in the zip file including the following image showing the chor layout (top view). Thanks Open displ_bug_test.prj displ_bug_test.cho shows grid_test_a.mdl within the camera's field of view while grid_test_b.mdl, located at X=550, is outside the camera's view both models are identical and have displ_bug_test.jpg decaled to both of them as displacement maps the chor uses sky_small.jpg for image based global ambience with intensity = 100 and occlusion = 100 performing a screen render of grid_test_a from the camera view crashes A:M to get a successful screen render you can do any one of the following turn off grid_test_b.mdl in the chor or re-set the decal on grid-test_b.mdl to be a bump map or re-set global ambience occlusion to 0 or move grid_test_b.mdl to an X value outside of the span from approx. 350 to 650 displ_bug.zip
  10. I've noticed some strangeness during real-time and progressive renders on particle image sequences. All components are included in the zip file. I'm emitting a sequence of 22 numbered (0 to 21) and colour coded images. The opacities and sizes are shown varying throughout the lifetime of the particle. Both attributes are correct for a screen or final render. Rendering real-time on-screen shows proper size variation but random(?) opacities. Progressive renders show the correct size and opacity but each image is used sequentially for the entire lifetime. The final issue happens while doing progressive renders of the emitter. With the action at frame 1, start a progressive render around the emitter; you'll see image 1. You can successfully prog. render for each higher frame. Now start counting down each frame, upon reaching frame 0, A:M crashes on my machine. smoke render errors.zip
  11. To make that work I think you'd need a very high resolution tire so that there are enough cp's at every point of contact. It would be nice to be that accurate but I don't think it's worth the overhead.I typically run my cars slightly below the surface they're "sitting" on to suggest a flat contact area. I assume you mean automatic body and wheel movements based on the roughness of the road. I think you'd need reference bones that track the surface at each tire contact point and then constrain each tire axle bone to follow them. Meanwhile the body needs it's own surface tracking bone to which it is partially constrained so it averages out the roughness. Once again, an interesting exercise but this is a '53 Chevy pickup not a Baja dune buggy. If I need to show it's wheels bouncing over a railroad track, it's easier to key frame an action.
  12. I know there's a few automobile modelers on this forum, this thread is for them. While animating a car turning a corner on my city street back lot, I realized that keeping the center (black) bone of a model tangent to a sharply curved path only produces believable results for short (in the Z direction) models. When a longer object, like a car (or pickup truck), goes around a tight curve both the front and rear wheels do a lot of sliding with respect to the ground. After some experimentation, I have a suggestion that may require some (perhaps painful) re-working of existing models but will pay dividends if you want your models to turn tight corners convincingly and steer themselves in the bargain (eat your heart out Waymo). The first step is to move the model so Z=0 is located at the rear wheels. This is no big deal if your building from scratch. But an existing model needs to have all patches (easy), all bones, center of groups and projection maps (time consuming in my case) shifted. The first assigned bone, the steering bone, controls the axles, steering pivots and wheels (children of the axles). This bone, starting at z=0, is oriented such that it's roll handle aims towards the front axle. After this the chassis and body are assigned a bone for rolling. The steering wheel gets its own bone for rolling. After setting up your action for stride length and wheel rotation, you need a few more constraints. The front wheel pivots are set to roll like the steering bone at 100% scaling. The body bone rolls like the steering bone with 20% scaling (or to your taste) while the steering wheel bone rolls like the steering bone with 500% scaling (or to your taste). The self steering part comes after you drop the vehicle on its path and add a null to follow the same path. Adjust the ease of both the null and vehicle such that the null is always located ahead of the rear axle throughout the length of the scene. I set it near the front axle. Then add a constraint to the steering bone so it's roll handle always point at the null. The result is fairly believable vehicle dynamics; exhibit A being the attached 47 sec. clip. And this is before any tweaks to the truck's ease to make it speedup and slow down as you may see fit. pickup_steering_lores.mp4
  13. You're right Matt, it is cool. But in this thread from 2014, https://www.hash.com/forums/index.php?showtopic=44601&hl=render+nodes Robert stated that a subscription came with four nodes. Is it now only three? I currently have four instances rendering.
  14. Worked like a charm Robert...currently rendering with three (count 'em!) three cores. Fantastic! Will set-up desktop shortcuts as per Matt. Thanks.
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