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Hash, Inc. - Animation:Master

Randy

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Posts posted by Randy

  1. 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

  2. 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

  3. 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

  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. 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 :)

  7. 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

  8. 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

  9. 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

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