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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Six minutes? Why, when I was a boy, we had to wait...
  2. Whoops! I'll have to take a look at it and see what behaves differently in v19.
  3. Well... I haven't actually looked at that project in a long time... maybe I did try hair? Maybe hair can work as well? But I'm pretty sure the version in my video clip is sprites.
  4. I'll note that in my PRJ the particles are sprites rather than hair. Each sprite is one tiny, single cloud puff image, but if you emit many of them in different sizes in a clump you start to get something that looks like a cloud!
  5. Is this not good? https://www.hash.com/forums/index.php?showtopic=41565&p=367998
  6. Set the Ground's "Toon Shading" Method to "Standard" if you want it to show shadows that fall on it. Additionally, you can set its "diffuse" falloff to 0% for a flatter look.
  7. Hooray! that worked well! You can reduce/eliminate the jitter after it settles by setting "sub steps" higher and/or making "precision" smaller. Those are settings in Chor props.
  8. And if you have a specific shot you want to create clouds for we can pursue that here on the forum.
  9. We don't have an all-purpose cloud generator in A:M but if you search on "cloud" on my tutorials page there are several post about using sprites and or materials. Another approach is to us a photo of real clouds as a backdrop in your A:M scene.
  10. Thanks! I wish I could model cool characters like you!
  11. Can you show a wire frame of that?
  12. Each glass window had a front and back surface and each surface has one slider to raise some of the CPs so it wouldn't be a perfect plane and another slider to smoosh the CPs around horizontally so the bumps weren't all exactly lined up in a grid. As it turned out, I only needed to set a very slight distortion to get the antique glass effect I wanted. GlassPaneSlidersH500.mp4
  13. Looks like this...
  14. It's possible you have something called "snap to surface" on. This new feature is for drawing splines/resplining on an imported polygon prop. Ray traced lights are slow, but you can get accurate fuzzy ray-traced lights by setting the light "width" wider and increasing the "rays" parameter. Use the narrowest width and fewest rays you can get by without grainy looking shadows.
  15. Mysterious. I did a brief test with hair on a simple object and I didn't get that same difference in shadow. If you make a simple object with hair, what happens?
  16. Try this... clip4305ExportClothModel.mp4
  17. Looks like a bug. Try a ray traced-light just to see what happens.
  18. To try, if any of these you haven't done already... reboot computer Help>Reset Settings, restart uninstall, reinstall (remember to save your master0.lic file somewhere first) What happens if you load this PRJ that has an Action? Can you close it and reopen it? Make a new one? PRJwithAction.prj
  19. Hi John, I think I figured out what was causing the jolt... As Thom rotates forward, one or more of the "cloth" CPs is somehow getting forced too close to his deflector surface. Go to the Choreography properties>Plug Properties>SimCloth and change the "Collision Tolerance" to a lower number. Collision tolerance is the minimum distance in cm that a CP is allowed to approach a deflector. I find that the default value of 3 causes many simulations to fail as the cloth gets pinched between two deflector surfaces. Also to try... you can get more loft on the cape if you set its "Air Drag" higher. Go up to the Materials Folder and do "Material1>SimCloth>Forces>Air Drag and try numbers higher than 1. Numbers up to 1000 get varied and interesting results.
  20. Don't choose the model. Choose the Chor.
  21. Beautiful!
  22. You can do that. Go to the frame you want, then in the Chor do >Export>Model That will export every model in the chor into one new model, so typically you would set any unwanted models like the Ground and deflectors to "OFF" for that frame
  23. uploading works again simclothtest03.prj
  24. the essential element you were missing was a "deflector" on the objects you wanted the cloth to rest on. Make a second cloth material and set its "object type" to "deflector" and put that on the relevant objects. I made some other changes to the cloth material and chor simcloth settings but the deflector was your major issue. (for some reason I can't upload my modified PR)
  25. I never had dozens of cars but I had five in the driveway at one point. I sold the last one about six years ago and have been bicycle and public transportation ever since. Recently I found out that my older brother and sister have been telling people that means "Robert can't get a drivers license anymore!"
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