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Hash, Inc. - Animation:Master

zandoriastudios

Hash Fellow
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Posts posted by zandoriastudios

  1. feather.jpg

     

    If the image has an alpha channel it will behave like a cookie-cut map :D probably with a key color too, but I didn't try that.

     

    What I mean about other image types is bump,specular intensity,etc. like you can use for patch images... that would offer a way to make realistic leaves, dragonscales, etc.

  2. Gilles,

    I'm using A:M to mix some animations with live footage that was shot on mini-DV. The video quality of the mini-DV footage is really nice.

    I bought a JVC SR-VS30 deck that lets me capture both DV format (through firewire), or analog (from my handicam) through an S-video connection.

    I can output DV video back out to the deck, and make dubs to VHS.

     

    I don't know if you can encode an .avi in DV format from A:M, I usually render targa sequences and save DV format from the video editor...

  3. Mike,

    I always use multipass for motion blur, it does a much better job. The amount may vary--I usually use about 25%, but I think it really depends on the shutter speed of the camera--if you are matching to footage. Otherwise, set it to suit your taste...I've done some at 50% that looked nice. the higher the blur, the more passes you may need to smooth it out.

  4. P.S. Am I the only person who freezes a DVD frame just to look at what everyone's work spaces look like and what kind of kitsch they have laying aound? :P

    I love doing that too. I watch the Pixar tour and daydream of working at a place with tiki huts, and chimpanzees, and zipping around on a scooter!

     

    I think the knicknacks are typical of artist's personality--wherever they work!

    DSCF0040.JPG:lol:

  5. animating emission,etc.:

    there is an icon to the right of the "shortcut to..." name of your model in the choreography part of the Project Workspace, that looks like a little folder tree. It is a toggle to "show more than drivers"--click on it and then your shortcut will expand to give you access to all of your models properties (including the shortcuts to your particle material) then you can keyframe those properties.

  6. It is really easy to do. here is an example from a project that I'm working on:

    http://www.zandoria.com/castaway/177.mov

     

    This is composited in After Effects. The background is footage shot in Hawaii, The swinosaur is rendered in A:M as a targa sequence. the swinosaur's shadow is rendered as a targa sequence. the alpha buffer is enabled for both sequences.

     

    In A:M the groundplane was set to "shadow only" so that it doesn't appear in the rendering of the swinosaur. in the swinosaur targa sequence, only the dinosaur appears, with an alpha channel to cut out the background color around him. To do that all you have to do is check the alpha buffer.

     

    I then rendered another sequence, this time checking the "shadow buffer" also. this gave me a targa sequence of only the swinosaurs shadow on the ground plane. the dinosaur doesn't appear--only objects that are "shadow only" appear with this buffer enabled.

     

    In the After Effects composition, the Hawaii plate is on the bottom layer. The shadow pass is on the layer above with the blending mode set to "multiply". The swinosaur pass is on the top layer.

     

    hope this helps... B)

  7. ...I'm probly the worst artist in the world but I just can't make a good battle sean...

    The ability to draw is a learnable skill, not a "talent". You can learn it if you have that desire, with books, classes, or just picking up pencil and paper and practicing. I learned to draw from a correspondence course that my parents paid for when I was 15.

    IMHO, that skill is a foundation that all other artistic skills grow from. Learning to draw what you see, not what you think you should see, will give you the freedom to draw what is only in your minds eye as well.

    You develop the "artistic eye" for breaking things down into only lines on paper, or a shape in clay, and that skill will serve you well as you push and pull on your splines and control points to bring your vision to life....

  8. This looks like a job for A:M "Cloth". Especially if you want to animate it. I know that cloth can be tricky, but I think less tricky than what you are having to do to avoid it.

     

    I hope that you are charging per figure and not by the hour! I can see a customer wanting 2 figures per week--but you will have to use some timesaving tricks like having a library of bodyparts to stitch together.

     

    Is this for the project that was posted on the list a few months ago? The guy who wrote the books about the temple of Athena and some other greek myths being hebrew mythology in disguise? :huh:

  9. Anyway, Mr. Sutton can you enlighten us to how you accomplished the feathers

    on your bird?

    The feathers on the "Dodo" are made with the new V11 hair. You will be able to control whether the hair faces the camera or not and you can keyframe the hair's attributes along its length.

    In this case the "face camera" setting was turned to 0% and I made 3 keyframes to the "width" to make the feather shape. The grooming tools let me comb the feathers the way I wanted them to stay.

    There are some other cool features, such as adding an image to the hair, that I haven't played with yet. I think that it will be a great new year for Hash.

    Thanks for everyone who voted for my character amid so many outstanding entries--I was very pleased to place in such good company :) I voted for the orangutan--so I was happy to see him win!

  10. I also get that error when trying to render shaded to file--in OpenGL[sometimes]. If I switch to direct3D then it works OK...I thought that this was fixed, but I just got the error last night using the latest build. This scene was very complex (there was a chain with over 500 action objects constrained on a path), that may have had something to do with it--since It worked in OpenGL with another scene that wasn't so big... <_>

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