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robcat2075 last won the day on April 19
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Name
Robert Holmén
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Moderator
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Location
Dallas, Texas
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A:M version
current
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Windows
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Win 7 64-bit Q6600 2.4 GHz 8GBNVIDIA GT240
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Knowledgeable
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At Live Answer Time today we looked at Toon Render settings During the session, I was baffled that the "Thermo" toon gradient did not render crazy colors as I recall it doing. I later found that back in v15 it still worked as I expected. Copying the "Thermo" gradient from v15 to v19.5 fixed the problem. Copy this .gra file to the "Gradients" folder in your v19.5 A:M folder to get the original "Thermo" coloring. Thermo.gra @Pizza Time
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My animation for the second assignment at Animation Mentor, 20 years ago this week. Now with sound! The "boings" are done on my cello, the impact on the cube is a whack on a cardboard box and the grinding sound is two bricks scraped against each other.
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There are many choices. Can you show a sample of what you got? This would be a good question to bring to Live Answer Time!
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The Camera "background color" is the fog color. The color will be mixed with the regular render from 0% at the fog start distance to 100% at the fog end distance.
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Take this clump of intersecting solids Render a Toon line with high bias... And a toon line with low bias... Composite them to leave just the difference (sort of)... Use that to mask a blur on the first image and get something kind of like bevels on the intersecting edges of surfaces...
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You could be stuffed with answers to your A:M questions at Live Answer Time at Saturday Noon CDT, April 19 2025 Sculptor of over-stuffed figures, Fernando Botero was born on this day in 1932. Woman with fruit (1998) Caballo con bridas (1999) The Hand (1994)
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It's a real scene now! Good work, Steve! @Roger You got your wish!
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How about if he broke out of an egg?
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Free Harvard CS50 Intro to Computer Science course
robcat2075 replied to Rodney's topic in C++ Learners
To use the .c code example they provide for the runnoff election as c++ I believe three modifications are necessary... add these includes and using... #include <iostream> #include <string> using namespace std; replace their get_int code... sample_value = get_int("Number: "); with string sample_value_string; getline(cin, sample_value_string); int sample_value = stoi(sample_value_string); replace their get_string code... string sample_name = get_string("sample name: "); with cout << "sample name: " << flush; string sample_name; getline(cin, sample_name); @Rodney -
I did not know you could single frame Youtube videos! That will be very useful. You're right, it shows some space there! The ball is keyframed to contact the ground plane (see below) but... adding motion blur causes that moment of contact to be only 1/16 of the time captured in the blur as the ball heads back up. 20 years ago, motion blur wasn't an issue, we just handed in the most basic renders. I'm not sure how this problem is addressed in big-time animation studios today, however. Thanks!
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My first bouncing ball for classwork at Animation Mentor, 20 years ago this week. Now with sound effects! The assignment was to animate a rigid bouncing ball for at least four bounces. It was OK to have it just bounce in place. I had never really done a rigorously accurate bouncing ball before and I wanted to get this as right as I could. Looking at the time stamps of my PRJs, I see that I spent more than 30 hours on this.
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Thanks, Tom and Michae! Here's another test aimed at eliciting tapered lines This shows the layers being added together.
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A couple of toon line experiments. This one composites renders with four different line widths and biases The next one takes a render with a thick line/very low bias like this... and then a "levels adjustment" to force out the gray.