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Hash, Inc. - Animation:Master

agep

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Everything posted by agep

  1. A bit dark image, but it looks good I would like to see it turned on
  2. Here is the last test.. there is still some bad movements... but its getting better? eskerigid3_Custom.mov
  3. When I do that they just pops back to the first position.... so I ended up with deleting keyframes like Vernon suggested
  4. And so I did.. And that worked!!! they did not penetrate the floor! thanks
  5. getting closer even though they still behave a bit funny test_Custom.mov
  6. The first test was manually animated, but with so many boxes it became a bit complex.. how do I make the objects stop gliding, whats the settings?? I't seems that they glides forever along the floor..
  7. that might be the answer for me:D thanks Vernon now.. how do I make the objects stop gliding, whats the settings?? I't seems that they glides forever along the floor..
  8. Thanks for the response.. I fixed the normals (the normals on the box was pointing inwards)... then i tried simulate rigid bodies again, but that did not help... then i stacked the boxes one more time.. then it worked (at least better than the first time, still some adjustment to do).. puhh, many wasted hours of testing!! eskerigid2.mov
  9. how about this one(I did a FAST search)? grass, with some adaptation it might do the trick?
  10. not sure how to do it. but ho about using hair as the gras and a decal of sand (both bump and color)??
  11. Arghh!!! have applyed the rigid body and used the bowlingball from the tutorial.. but the cardboardboxes just falls through the ground! cant figure it out!!! I have made sure that no patches is overlaping.. also the bowlingball falls through the ground when it hits the boxes!!! pls help.. eskerrigid.mov
  12. thanks.. I think I'll test rigid body.. never used it before
  13. I set the diffuse falloff to 0% on the surface of the ground
  14. Like this? dancing_santa.zip
  15. Im trying to make a stack of cardboardboxes to tip over when one of my characters run into it.. Do anyone have an idea how to make this? I have made a test (done in 15min) that is CRAPPY (bad movements and they overlap each other). The way I did it was that I made one cardboardbox.. The I used that in a new action and multiplyed it by using action objects.. then i started to move them around.. Is there a better way to do this??? pls help test: esker.mov
  16. Have seen it ten times now.. Laughing even when I think of it!!
  17. This was amazing!!!! Love it
  18. PAL (720*576)... I made a static bullettrail with cylindrical materialeffectors that gradually reveals and hides the trail.. the bullettrail uses refraction, and the materialeffectors use transparency.. Like Jeff Lew did it
  19. I have finished the workbench scenario and I want to show it, but I also want to do a shot at the Image contest with it (although it will be a long shot ).... Do I have to wait until the contest is finished until I show it of here?
  20. I've noticed some say that.... but I belive my monitor are adjusted with normal brightness.... and I can see the picures and the movies clearly.... On the last rendertest i also increased the light a bit..
  21. Thanks for the tip KenH I AM???
  22. 14min per frame at this point (with multipass off) testrender: test (mov) I'll be grateful for any comments
  23. In a few moths hopefully.. 2 moths to prepare the short (some modelling and choreography left to do), then I have the rendering to do. Have estimated that the rendering will take about 7weeks (and thats for a 3min short),
  24. Thanks (TUSEN TAKK) *blushing* I know, I am incompetent of making smooth actions! here is one QuickTime Movie version: test (mov)
  25. I have done a testrender. Should I use depth of field? does depth of field increase or decrease the rendering time? used jeff lew's tut for the muzzleflame and bullettrail. the 7sec render tok 39 hours (15min pf)!!!! test (wmv) I'llbe grateful for any comments
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