mediaho
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Posts posted by mediaho
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FK works better for almost everything that's not planted. Animations tend to have a marionette quality to them when they're animated with IK. You can get it to look right but it takes a lot of keyframes to get the proper arcs.
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in any case, it might be possible to acquire the rights for much less than their value and maybe there can also be found someone who would bring the code up to date.
Someone like Marcel Bricman?
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Awesome performance, Justin! My favorite part is the little subtle smile he gets (right after the word "but") when he thinks of how he's going to phrase the rest.
Great stuff.
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So yes, large models takes more time to render but not so much to warrant the extra modeling work. This is mainly because in A:M, is not so data bound as are the gaming engines.
Yes, the benefits of realtime work far outweigh the benefits in pre-rendered stuff.
But imagine if arcticPigs also supported normal maps!
Hmmm.. Imagine if arcticPigs supported A:M.
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They render quicker than massive, highly detailed models - both in realtime and pre-rendered stuff. It's extra work in the front end that saves you a lot of time in the end.
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Here's where I got one of the pics from. It has some more info.
http://members.shaw.ca/jimht03/normal.html
More info:
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But my main question is how do you paint a normal map? From the png files examples, I have the impresion that those normal maps where produced from the high resolution mesh. Then the high resolution mesh got decimated into a low resolution one and then, the normal map got applied to it. I can't see how an artist could paint a normal map by hand. That seems impossible to me. But painting a bump map by hand is perfectly feasible.
Exactly right, Yves. A normal map is generated from a high resolution model and then mapped on a low res proxy. It would be impossible to paint one in a 2-D image app.
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normal mappng isnt necessary in a:m since we dont need to conceal any polygon faces. just use a bump map for this purpose and combine with the porcelain material.
Normal mapping does a hell of a lot more than conceal poly faces. It's an excellent way to get awesome detail out of a low resolution model, which improves rendering time. Check out the Doom 3 models - it's amazing to see how low res the actual models are.
displacement maps will raise the surface of a model in the direction of the model's normals. Bump mapping gives the illusion of the same. Normal maps use the RG and B values to give the illusion of displacing the surface along the XY and Z axis' respectively so you can get some crazy shapes.
what they look like:
Check out these images and I'm sure you'll see how it can save rendering time:
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I think it means to *make a copy* of your project.
Then change the .prj of the copy to .txt.
Then open it in any text editor for modification.
Um.. yea.
Disclaimer: Anyone who uses any of my advice without first making backups is a braver soul than I.
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Oh - and the files will not be backward compatable. If you change things in later versions, there's no guarantee they'll work again in the old version. Just don't save over your old stuff and have fun. It took me a while to switch from stable 8.5 but 10.5r is just as solid and has so many new features. v11 is still in beta but I can beat it up for hours without a crash.
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I had to read your post like three times before I understood what you were asking. I've never seen this happen.
The only thing I can think of is - if you have a material in your mountain project that has the same name as a material on the bottle you're importing, it may get confused and use the wrong one. Or maybe you have a camera rotoscope with the objects set as camera projection map targets. But I'd have to see the project in its entirety (consolidated) or at least some step by step sceenshots.
I'll be in the Community as }-ed-{ for a bit if you have questions.
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Nice find, Greg! You really are a magician.
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Wow. That's really nice. And what a cool car! I want one!
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I haven't been following this thread and just popped in. I laughed out loud when I saw your test movie, Anders. Very clever.
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Sorry about that "savvy." I just watched Pirates of the Carribbean again.
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Open the project (prj) in a text editor.
Use the text editor's find/replace function to replace the location of the file. For instance, by replacing D-/DATA/ to C-/DATA in the text file, it will change
FileName=D-/DATA/MODELS/VEHICLES/AUTOMOBILES/Cars/MiniVan/Maps/Hummer Vent Bump.jpg
into
FileName=C-/DATA/MODELS/VEHICLES/AUTOMOBILES/Cars/MiniVan/Maps/Hummer Vent Bump.jpg
Savvy?
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I select the cps, either by clicking the group name in the PWS list, or by dragging a selection box around them, etc. However, as soon as I click on the material I want to drag onto it, the selection box clears! What am I doing wrong? Or is this a bug?
Bill Gaylord
You have to name the group for it to be a group. Otherwise it's just selected CPs.
Select your CPs.
In the project workspace (PWS) you will see "Untitled" selected and highlighted.
Click it twice (slower than a double click) or press F2
Name it something.
Drag material onto it (the name in the PWS, not the model)
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Thanks, Yves. You rock.
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Beta 2
Saw it in surface properties between reflectivity and reflective blend. What is it?
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Make a new chorography and drop in your model. Select it. Switch to modeling mode and adjust lighting any way you want. I do just about everything from choreography windows now.
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I didn't see it but I did see the original shorts and I'm looking forward to the series. Like many series shows with multiple, various characters, I expect to take some time to get to know the characters. Hopefully, it won't be cancelled after 6 episodes. I mean it has Stephen Root, Stuttering John and the spectacularly hot Gina Gershon. It may be just her voice but I can picture the rest of her. ;-)
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They have a sample project for download at http://www.ssontech.com/pub/flybys.prj (right click, save as...)
I forgot - here's the video the project is tracking (add to camera as rotoscope).
Give A:M a try. You get a 30 day money back guarantee if it doesn't fit your needs. But I think you'll be plesantly surprised.
Compound Pose
in (2003-2004)
Posted
I'm not sure if this answers your question, but you could do 4 poses - one for the left eyelid, right eyelid, left lower eyelid and right lower eyelid. At 100%, the upper and lower eyelids would intersect significantly. That way you can balance how high or low the position is where they meet up when you're animating.