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!
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Hash, Inc. - Animation:Master

Randy

*A:M User*
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  • Name
    Randy Croucher
  • Location
    Vancouver, WA

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  • Hardware Platform
    Mac/Win
  • Programmer
    Yes

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  1. Looks great! When you try to animate it, you could try using an expression with a Rand() in it to control some of those properties you mentioned. Randy
  2. Bob said that he made a test case, and it rendered fine (hair and geometry). Send your data to support@hash.com and we will "Get'r done". Randy
  3. It is a wonderfully rich scene. I love it! I like all of the detail (and you can never have too much). While you are moving stuff, the chimney on that same house is also hovering. The scene is way cool though. Keep up the great work, Randy
  4. Hi guys/gals, If either of you (josema or mrsl13) have repeatable crashes, we would love to have those projects. We don't have any hair crashes in house. If you send them in to support@hash.com, I'm sure we can have it fixed and in the next release. Thanks, Randy
  5. I was about to say that it looked like field rendering. Field rendering is used for interlaced T.V.'s and such. An NTSC television refreshes all 480+ lines every 30th of a second. But it does it by doing the even lines in one pass, and the odd ones in the next. Each pass happens in a 60th of a second. So by putting one 60th worth of animation on each "Field", you can effectively double your frame rate to 60fps on a interlaced medium like T.V.. Hope that make some sense, Randy
  6. Killer model! I think what you're looking for is some of that hard to find patchurethane though.
  7. All three of those are really, really good. Nice work! Randy
  8. Well done! Now you should turn it in to AM:Films (assuming Will has the entry form working now). Randy
  9. No, no, not since the last Beta. I did kind of make it sound that way though didn't I . I meant what is in the current shipping Beta (and has been for a few revs). Sorry, my bad. But it is very powerful, and you should check it out if you haven't already done so. Here is the new (but not that new) documentation on it: Control Point Weights Randy
  10. Bob kinda' went off on CP weights too. I believe it should be pretty awesome, but I'll leave it to you artists to decide. Either way, v11 is probably one of the best bangs for your upgrade buck we've had. Randy
  11. Beauty! If'n you were to animate her climbing back up her own thread, I think it would be a great opportunity to play with the new dynamic bone constraints (v11) for the thread that hangs behind her. Since the targets can be anchored at both ends and animated now. Don't ask me how, my bro wrote it (Bob). I haven't had time to even try them. I'm sure he'd be more than happy to give you pointers if you got stuck. Maybe you could then pan the camera down to see why she changed her mind. Cheers, Randy
  12. Here is an OS X Beta version of the TreeeZ plugin for those that want to give it a shot. You will need Beta 3+ to use it. And I haven't debugged why yet, but it causes A:M to crash on exit. Oh well, you were quitting anyway right? Between Marcel and I, one of us will have this fixed by the next release. Greg, it looks like you are going to have to Beta test after all... Unzip it into your HXT folder. Have fun, Randy TreeeZ.hxt.zip
  13. Yo Grigor, So as to compare apples to apples when we are talking about this blur, I would like to see the first rendering with gamma correction applied. Much of the apparent aliasing is coming from the darkening effect between the tiles. Randy
  14. Too bad. I suppose I will live... Next time, give us a call though. We'll find a solution for you. Cheers, Randy
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