sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

markeh

Forum Members
  • Posts

    220
  • Joined

  • Last visited

Profile Information

  • Location
    Las Vegas

Previous Fields

  • Hardware Platform
    Windows
  • System Description
    Windows xp, nvidia video, 1 GB ram

markeh's Achievements

Journeyman

Journeyman (4/10)

0

Reputation

  1. Love your women..eh hem..you're not attached to them are ya? They are so very expressive and have great caricatures in both stills and animation. You get a feeling that they have a complete circulatory system and not just a set of floating teeth under those curvy splines.
  2. In the demonstration, was it 30 seconds to render just one frame? If so, you're not too far off. 15 seconds at 30 frames per second = 450 frames so 60 sec. x 60 min. x 5 hours / 450 frames = 40 seconds per frame. So based upon that, you're only 10 seconds per frame slower than the demonstration unless it wasn't just one frame in the demonstration.
  3. Apparently these guys are not visible to the naked eye. I guess only certain types of cameras get past their cloaking. Credit Andy G. alien. droves.mov
  4. What interests me is not the two minutes of what I thought I viewed, but the nineteen hours that actually passed. This should have been viewed by a poet.
  5. You can sort of see me behind my belly. Yes, that's correct. Then create a layer in AM which will ask for the movie clip and add the layer to the AM environment. That's how you get AM objects behind and in front of the layer. AM even creates the outline shadow of the layer on the ground although you don't see it much here because this was rendered with AO with very little auxilary lighting.
  6. ..but was cleaned up within a week. flow.mov
  7. I believe I've seen this very problem before and it happens when you apply the emitter to either a 3 point patch or 5 point patch or both. Try applying the emitter to a couple of known 4 point patches and see if it behaves. Make sure you take off the emitter from any and all 3 or 5 point patches to verify. Edit: Although I don't see it happening anymore in version 13, but it did happen in, I think, version 11. Here is the link to some one with the same problem a while back http://www.hash.com/forums/index.php?showtopic=20199&hl=
  8. If you're not able to find those files, you could test out these settings. This might specifically be good for an ice sculpture for example. Transparency 100% Index of refraction (IOR) 1.31 specular size 25 specular intesity 100 density of 1 to 4 maybe If you're going for an ice cube that is a bit frosted on some parts, you may have to use a gradient or turbulence combiner - giving one node more density than the other. If you're going for a glacier you might play a little more with the density setting and give a bit of blue diffuse color and give it a bump material.
  9. Let me see if I can pull off a couple of effects first. I may not even be able to understand the Dot project thing (I'm getting there). I had forgotten until my wife called me up an hour before your post. I think she's going to get me an ironing board. Thankyou. I took an acting class in college. Does that count? It's mostly from observing films, different camera angles - wondering why a director might have a close up of boots walking accross the floor board etc. I've noticed, for example, in Lord of the Rings movies, they like to have extreme close up shots of the actors faces. So I queston why and I figure that they want to focus directly on facial expressions, which turns out to be stern on every shot by the way. I think I'm actually just a copycat mostly with no original thought. Even that animation piece mirrored a true event. I used to own that pizza place and I had to deal with that customer on a continual basis. At one point he came up behind me and put me in a headlock and said, "You know what you did". I have no idea what delusional thing I did in his mind.
  10. This is purely for entertainment value if there is any. It's around 4mb and wmv format. I did this around two years ago using a couple of donated models from the cd and a few of my own. It was really my first little story animation. You'll notice changing shirt colors, breaking mesh, and flickering probably among other things so I'm not really looking for critiques. Just if you're bored on a Sunday afternoon. The Pizza experience
  11. I'm beginning to notice this about myself and yet looking at me, I don't look watery. I have a patch placed in front of the camera with translate and orient constraints. It's transparency is 100% with refraction of 1.33. There's also a procedural bump on the patch to get the water effect. I tweaked the translation and amplitude over time of the procedural bump. As the lens went under water, I momentarily upped the density on the patch. A strange thing happens with this patch being placed in front of the camera and that is the water surface (the river which is also a procedural bump) becomes transparent except for reflectivity and probably specularity. I sort of fudged the part where the camera goes under making it quick because I agree there's something fishy going on there (other than the feet don't actually touch the ground). There are several reasons. With the lens patch having refraction, everything is a bit magnified so it's almost overshooting the ripples. Also there are only five animated decals strategically placed for the effect. By the time the lens dries, the decals have run their course. I'm thinking about having a material effector follow the runner with a procedural bump applied to it. I'm pretty sure that will work. It just has to be very thin so that it doesn't affect the alien. Also, sprites won't show up on the other side of this crazy patch that I have.
  12. Here's a little different perspective on water. droplet.mov
  13. In the first clip called water.mov, you'll notice black speckles on the trees. I've narrowed this down to doing a final render with at least 4 passes and with "soften" on and of course having hair with targa files and a alpha channel. Most likely I could render this with A-buffer rendering without black speckles, but then the precedural bump on the water doesn't show. That would mean no water flow. The second clip has two segments. On the first segment, you'll see rippling in the water. That was done with an animated decal and setting the first and last frame in the choreography. Unfortunately, after saving the project and opening it back up again, the key frames for the animated decal start at 0 where I key framed it, but then scrubbing through the time line indicates that all other points on the line are something like 47898 when it should be 0 through 50. It won't let me fix it as well. On the second segment, sprites look pretty cool, but I think blobbies would look more cool. If you set the bobbiness to 0, it renders quite fast but you can set properties like refraction and reflectivity etc. and would get a much more realistic water drop. Unfortunately, in a final render, blobbies that would ordinarily behave well in a shaded render, now fly everywhere. You'll also see I had to drop the animated decals because of the problem I mentioned above. I'll be submitting a report but I was curious to know if anyone else was having these issues. water.mov run.mov
×
×
  • Create New...