Jump to content
Hash, Inc. - Animation:Master

mediaho

*A:M User*
  • Posts

    1,482
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by mediaho

  1. Also make sure that you have 'Skip frames if behind when playing' unchecked in A:M's Global Options to ensure that every frame is displayed.
    Obviously, if you're getting your timing down, you want this checked. It's good to uncheck when you want to see your movement/arcs, etc. and timing isn't important.

     

    Even with all the optimizations I can think of, I'm still getting less-than-stellar framerates too. I'll keep experimenting.

  2. Since we're building the sets using action objects, we obviously have two actions per set - one high resolution and one low res. I was thinking it would be cool to be able to swap out the actions like we do with hi/lo-res models but since I can't think of any other applicatiuons for that as a feature, I found it's pretty easy to put both actions in the cho, but switch on/off the "Hold Last Frame" checkbox (in the action's shortcut's properties) depending on which you want to see.

     

    Hopefully, this doesn't bog things down worse since that will eliminate any benefit. I'll see how it goes.

  3. Yes. Basically, anything that you want to be uniform across all of your chos (like output size), make that change in the actual camera's properties (in Objects). To make scene-specific changes (like file name, frame range, focal length, etc.), make your change in the camera's shortcut's properties (in the Cho).

     

    For the most part, the camera's "Render options" are set in the camera and the "Output options" are set in the shortcut. Exceptions are depth of field, motion blur, etc. I haven't saved the camera externally yet and don't know if I ever will. I haven't found a compelling reason to do so.

  4. If that's what you want Ed, talk to William about it. If the joint doesn't work for you, then you should have said something long ago. Tinman was one of the first models rigged and the animators were suppose to test it, so I don't understand why it is such an issue now. You seem to speak up when you need props for animating, but haven't said much about how the models are rigged, so do you have any issues with how the models are rigged? Tell us now before texturing goes all out.

    You need to relax, Mark. I never had any problems with the shoulder to begin with. I'm just wondering why everyone's jumping through hoops to find a workaround if a new type of joint would fix whatever problems you seem to be having.

  5. As we have discussed (upper this thread)there is no more Scarecrow throne, he will use the stool with the table...this should not change much stuff...just replace the throne for the chair/stool.

    let me know if there is a problem with that...

    No problem, but it is a little disappointing. I liked the straw throne idea.
  6. Somehow I missed your Apr. 13 post (stupid View New Posts feature). I don't know if you've seen the sequence so far (\data\Act1\Seq03-Throne\TWO_1_03.mov) but Scarecrow is playing chess from his throne the whole time. He's not at some other chair. As for the chess pieces, I started a topic here. I think Nancy needs an answer as to who she should send the models to.

  7. Kevin Waldron said he'd look at doing the straw chair. HOWEVER, I notice that Stian has already modeled a stool and table (with puzzle pieces). So, I'll leave it up to Alian to decide whether we want to pursue a straw chair or just go with Stian's models? Since Ed is animating this sequence, he should chime in here too.

    I've been purposely putting off framing and blocking any Scarecrow shots until this is resolved. I trust Alain to approve whatever works best and I'll work with that.

     

    *edit* I have absolutely no problem with working with proxies instead of the final models. I do have a problem with using proxies that are nothing like the final set.

×
×
  • Create New...