sprockets Live Answer Time Demo Tinkering Gnome's Sparkler PRJ Shelton's new Char: Hans It's just donuts by ItsJustMe 3D Printing Free model: USS Midnight Rodger Reynolds' 1950s Street Car
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

Drakkheim

*A:M User*
  • Posts

    269
  • Joined

  • Last visited

Posts posted by Drakkheim

  1. Now that it seems the game development forum has been archived.

    Can we get the thread about Obsidian giving away the AM to DTS exporter stickied in the development forum possibly?

    That's far too valuable a resource to have it consigned to the depths of some forgotten archive.

     

    and an AM related question, is anyone successfully using the exporter with ver 15?

  2. Just a HUGE thank you for letting me know that TSM2 still works with v14.

    I had given up on it ever working again when it stopped in 13q(?)

     

    I installed it with my v14 install this morning and everything works! It's like christmas came a little early this year :)

  3. It's a FPS!!! Shadowrun is a RPG(role playing game)!!! I've been away from the community here for a while (personnal problems) and I used to be a contributor to TWO but I've backed out of animating completely and have been focusing on game development. After seeing and playing the new Shadowrun I've decided to start a project that has been sitting in my notebook for 3 years. A Shadowrun RTS. I'll try to keep everyone posted here and on the website.

     

    So you're upset because they made a RPG into a FPS and your response is to make a RTS.... Isn't that essentially what you got upset at M$ for doing?

     

    :lol:

     

    Good luck with your project and keep us in the loop. Just remember to have dwarves with flamethrowers that explode when they die. :)

  4. 33%...wow!

     

    By 'bind' do you mean:

     

    -Open Task Manager

    -RT clik on A:M icon and select 'go to process'

    -In 'Process', RT clik A:M and select 'set affinity'

    -Select processor 2 only instead of all...

     

    ???

    yeah thats exactly what i did..

     

    then I actually started a second copy of AM and set the affinity to the other core. and had them both rendering at the same time.

  5. She looks good!

    Does the displacement ripple across the surface too? :)

    If I ever do anything at full rez it sure will. But I dont think its gonna be needed for the final sprites.

     

    Oh and a handy note for those who don't have v14 yet but have a dual core (or quad) system

    If you bind master.exe to the second core there's a chance you'll get a hefty performance increase in rendering since windows isnt dualcore supported yet. (XP that is) So by binding it to the core that isnt running the majority of the OS you get more cycles for AM.

    I bound AM to the second core and my render times went from 12:20 a frame to 8:30 so almost a 33% increase.

  6. Well Got her hands put in and got the Squetch pose install put in tonight.

     

    I got her cp's assigned for everything except the hands using bones with falloff & CP weights and I must say I only had to tweak 3-4 little areas. And she distorts and bends beautifully. BIG BIG kudos to the hash guys for making those so easy to use and tweak.

     

    Also think I came up with an acceptable 'wet' look.. I increased the transparency a little and reflectivity and put in a large 'sun disc' which is a 100% ambient white disc just behind the light. I also broke out the reflectivity with and transparency with a seperate material with an edge gradient so the edges are more reflective (90%+) and almost opaque.

     

    It makes her sparkle a bit more.

     

    WaterElemental-0000.png

     

    Unfortunatly render time is now at 12:20 per frame at 320x240....

     

    Gotta save those pennies so I can use both cores asap with v14...

     

    Its rendering a 2second animation which should be done around lunch tomorrow.

  7. Well asides from the hands and eyeballs she's mostly done modeling.

     

    I'm having a hard time making it look 'wet' enough..

     

    waterElemental-1.jpg

    Render time is painful on her though... ~40 min for this shot (2 1/2 min per pass roughly)

     

    Update: Here's a final animation

    Water elemental animation 840Kb SWF

    Ignore the black speckles theyre fixed in v14 im told and I had to re-render the last 10 frames and of course somehow my lighting settings got changed.

  8. How about if we set up a community tutorial Wiki?

    then anyone can add new tutorials at any time and we could transcribe the existing ones as a group effort.

     

    I've got a hosting account (drakkheim.com) that I'm not actively using for anything except for storage...

    I could pop up a subdomain and get somthing set up in short order?

  9. Thanks guys.

     

    Been plugging a bunch of little holes that you cant see until the dang thing starts moving.

     

    Have been tracking down the wonkiness with the feet.

    It looks like when the leg bends the foot geometry bone's heel end swings outward, sorta rolling the ankle.

    I think I might have re-compensated something I didn't need to and thus broke something.

     

    Oh and somehow His left arm is longer than his right. so all the hand bones are off by a bit. so when he closes his hand it looks like a swarm of pebbles.

     

    Sigh.. and there's a looong list of other things that I should fix with this guy.. but since the final result is gonna be an itty bitty sprite. I may just call him done after I resolve the angle flipping issue. Gotta keep reminding myself otherwise, I'll go all OCD on it and never finish the other 10 units... :lol:

     

    Here's QT of the angle roll thing.. and you can also really see the crap behind the curtain :)

    StoneElemental_ankleshift.mov

  10. Ahh many thanks for the pointers.

    After a good amount of .... well .. guessing really...

    I tracked it down.

     

    It was a combination of the foot_control_IK's needing to be re-compensated

    and

    The euler limits for the calves. Unlike the problem with the fire elemental, this time it was the negative Y constraint that needed to be -1 instead of 0. Actually a smaller value than -1 worked fine.. it just seemed to be 0 that was causing the hitch.

     

    Thanks for the help guys, and I'm feeling way better about tinkering with the rig after having spend a couple hours with it.. (ps, man there are a LOT of bones when you unhide everything...)

  11. Thanks a bunch guys, I appreciate the kind comments.

     

    Well rigging the guy wasn't hard with the new Squetch posable rig. Dare I say downright enjoyable. :)

     

    Assigning the cps to the geometry bones.. Well It's been educational. With a little refresher help from Bob's CP weighting tech talk Things are going pretty smoothly.

     

    However I have run into another Rig related problem. The model's thighs are rotated 45 degrees when the model is in it's default position. However as soon as I move the foot nulls up or down the thighs snap back into their proper position. I've tried Messing with the Calf euler limits.. and It seemed to help it some..(the thighs were rotating 90 degrees)

     

    I tried re-compensating the thigh_orienter but it didn't make much of a difference.

     

    Here's an image Illustrating the problem.

    stone-thighProb.jpg

    And here's 10 frames showing the issue in action.

    StoneElemental_kneebug.mov

×
×
  • Create New...