Randy
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Posts posted by Randy
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Makes me want to buy A:M all over again.
Hey Rodney,
Talk to Steve, he will probably let you...
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Hey Vern,
Happy 40th!
Randy
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You will need to build it.
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I believe you can get it in our SDK.
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It's much easier now... You can just change the value on the instance, and it will key it on the current frame. I believe in order to see the instance of the material under the model in the chor, you will have to click the little button on the model instance that says something like "Show More Than Drivers".
Randy
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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
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Awesome animating!
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On any of the particle systems, you can animate the emission rate once the model is in a chor or action. Crank it up and turn it off over a few frames.
Randy
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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
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Did you render it sequentially from beginning to end? Or did you stop and start it or use NetRender, where the frames may have been rendered out of order?
Randy
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I am assuming you have checked to see if Show Decals is on right? I think the shortcut is Ctrl+D.
Randy
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That is a really cool piece! You should definitely send it in so we can fix the problem though.
Randy
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have seen in the movie of the buttock that, when "she" bends her leg the splines near the knee move to accomplish the shape of the bended leg.
how to do this, in an easy way?
Smartskin.
You should be able to go to the online reference and search for "smartskin" to learn more about it.
Randy
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You would probably want to do that with two hair systems. One for the hair that is groomed back to the scrunchy, with no dynamics on it. And a second for the pony tail that does have dynamics.
Randy
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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
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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
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Thanks a million. While I may have given it a face-lift, the site would not be the great one it is if it weren't for the hard work of Will, Ken, Dan, and most importantly, you guys. Without the content it is nothing.
And a special thank you goes out to dingo for providing the uber-cool film strip logo!
Thanks to everyone,
Randy
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When you hold down shift, you are making an old v10.5 style hair system. They do not support that new stuff.
Randy
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"Well, before I animate it I am still waiting for the glue to dry so I can finish sanding and put on a couple of coats of polyurethane...
Killer model!
I think what you're looking for is some of that hard to find patchurethane though.
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Currently hair locks only work with the old style hair system. You can either load an old project from 10.5 or less, or create an old style hair system by holding <Shift> when choosing Change Type To->Hair (it should have a different icon in the PWS). We are working on making them work with the new hair systems.
Randy
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Hairs that have been groomed are still affected by stiffness. You will not see the affect of stiffness until you advance forward in time. This gives gravity a chance to take affect. This is what pre-roll is for. Pre-roll is how many frames are simulated before frame 0. Setting pre-roll to 15 frames or so will allow you to see the affect of gravity on frame 0, which means that you can also see it in the modeler. The white colored guides that you set in grooming mode in the modeler are where the hairs would like to get back to if there were no forces (i.e. gravity, wind, inertia...). The gray ghosted ones are where they are due to forces. A stiffness of 100% means that they will reach those goals no matter how much force is applied.
Hope this helps,
Randy
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Hair
in (2003-2004)
There is also a Density Factor under the Realtime options that only affects realtime, not the final rendering. Also, having a pre-roll can slow down grooming because all of those pre-roll frames have to be calculated before I can show the end result.
Randy
Plasma Ball
in Work In Progress / Sweatbox
Posted
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