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Hash, Inc. - Animation:Master

Randy

*A:M User*
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Everything posted by Randy

  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
  15. That site is amazing! I can easily see where a couple of years was spent on it. Jo, Those shots look awesome too! How much of that is A:M? Can you post a shaded/wireframe? Will you be able to show it at the SIGGRAPH Hash Film Show? Randy
  16. Nothing shy of excellent. I like the use of different line colors.
  17. It sure is looking good. I can't help but thinking that you would sure be better off jumping over to v11 and checking out the new hair grooming stuff though. You don't need to use maps for length anymore, you just stretch out the guides. You can also brush the fur over. You will need to make a new hair material if you try it (when loading old projects, I still make the old Shag for backward compatability). Anyway, you might want to check it out. Great work though. Randy
  18. Whether you use stride length or not, the speed at which he slides along the path is controled by the ease channel on the path constraint. If the action has stride length, you are the one that specifes how many times to repeat the action, and how long each iteration should last. This method is very difficult to prevent "slipping", especially when there is a complicated ease channel. If you use stride length, and have the length properly set, both of the above mentioned items are done for you once the model is applied to a path. There should never be any slipping. If there is, then stride length needs adjusted, and you need to make sure that when things (like feet) are in contact with the ground in the action, that they move back at the same rate as the stride grid is moving by. Randy
  19. It's still there, we just hide it when the action has stride length in it. The type in that used to be there, never did anything and was useless when you had stride length in the action. If you do not wish to use stride length, you should turn it off in the action. Randy
  20. When you are talking about having a character on a path, using an action that has stride length, there is no such thing as "Repeat". The number of times the action will cycle is dictated by dividing the length of the path by the length of the stride. Hence if the path is 100 feet long, and the characters stride is 2 feet (as set in the action), the action will repeat 50 times by the time the character reaches the end of the path. The ease only controls how fast he gets to the end of the path. If you tell the character to get to the end of the path in 1000 frames, each cycle is going to take 20 frames. Hope this helps, Randy Croucher
  21. If you turn off Show Particles, the guide hairs will go away. Freakin' awesome image BTW.
  22. Maybe someday... After I'm done with the OS X port, I will look into it. Safari will help.
  23. When you are done, you should export it as an Arctic Pigs file, then you will be able to turn around it on a web page.
  24. Man that is looking seriously cool! I like the attention to detail. Can't wait to see the next revision.
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