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Hash, Inc. - Animation:Master

pleavens

*A:M User*
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Everything posted by pleavens

  1. Should be good now. Thanks for letting me know. Phil
  2. http://www.hash.com/forums/index.php?showt...ndpost&p=106395 Edited and Zipped! Yeash, should not have posted before edit, I just got tired of seeing folks making a massive Mountain out of an awesome Smart Skin molehill! Phil
  3. When I get home, I'll zip it up and provide a link. Sorry. Phil
  4. EDIT!!! Massive and desperately needed edits done. Hopefully this is MUCH easier to understand now! Tutorial link (FIVE MEGS) Click to download ZIPPED file. 4.3 megs EDIT: LINK FIXED Phil Leavens
  5. Zach! that was it. I didn't catch it as Firefox and Explorer on both my Linux and Windose box's displayed it fine. I'll be more careful in the future. Fixed now. http://www.hash.com/forums/index.php?showt...ndpost&p=104620 Phil
  6. http://www.hash.com/forums/index.php?showt...ndpost&p=104620 Zach, is it showing up now? Phil
  7. Glad to see the video, I sent in a friend of mine to check and make sure they were ok.
  8. You have to be specific in the keys you are setting. So far you have told the LAYER to repeat any action applied to it. As the layer can only be translated, scaled, and rotated, you will get the result you have. The item you wish to have repeat is the "Image Frame" property of the layer.
  9. What you are seeing is a result of your realtime subdivision setting being too low to define the patch correctly. If your system can handle it you can raise the level (hit page up to increase, page down to decrease) and the realtime view will look more like the final render. This is NOT REQUIRED in any way, but it will give you a better "look" at what you are working on. Phil
  10. Here's a sample project that I think will answer your question. Path Ease project Phil
  11. Spent some more time today trying techniques for compositing shaded dynamic hair. Here's the result so far. New shaded composited hair movie. Total render time on an Athlon 1400 (hair pass and composite pass) was about an hour and a half! Phil
  12. All the odd distortions are caused by a refractive animated transparent grid in front of the camera. I also used the stock "old film" post effect. Phil
  13. Link to old footage Just for fun. Phil
  14. Here he (it?) is with a test texture applied.
  15. Original thread. http://www.hash.com/forums/index.php?showtopic=12790# Final result from modeling around a 3ds prop in choreography. Wire Frame from Choreography Phil
  16. http://www.siteground.com 4$ month. Gig of space and 20Gig's of traffic! Opps - you want storage - Try http://www.streamload.com Phil
  17. Hey Rodney! am I in too? I'm so broke this might be the only way I'll get this years upgrade. Phil
  18. Oh!, are you trying to make the strut compress automatically? The setup I gave you requires you to translate the lower strut up and down to match the ground. I figured you'd just run it with a set of pose sliders. One for the rotation, and another for the compression. If I get a chance tonight, I'll see what can be done to make it automatic. Phil
  19. That and the codec used could be the issue. It would still be best to render to TGA, and then build your video from there. It's MUCH faster to build different versions of videos from a TGA sequence, then it is to re-render the entire AVI each time. Phil
  20. Here try this. Landing gear bones and constraints project Phil
  21. Unless your render is to RAW avi, you can still be generating compression artifacts. The only way to be sure of having zero artifacts is to do a tga sequence render, and test it. Phil
  22. If you want to post a basic version of the landing gear, I'm sure someone can help you sort out your rig issues. "Other" Phil
  23. Is this from a tga sequence, or was it first rendered to avi, and then converted to wmv?. In other words, do you have an uncompressed version of this that has the same issue?. If it's clean in tga sequence or raw avi, I would try Quicktime Sorenson 3. Phil
  24. I'm only seeing the first frame of your last posted movie. Phil
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