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Everything posted by robcat2075
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That's fabulous, Roger! A little urban noise and wheel squeaking would go well with that.
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Looks like a good result!
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I hope you'll bring this to Live Answer Time. i think it would be easier to do this interactively. I haven't read the Paries or TAoA:M recently so i'm not sure on the distinctions between the two.
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Yes, contact hash. i believe Jason has created an additional .lic file for Mac users who run windows.
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I've discovered that unless you explicitly pick a forum in the drop down list you will get no results. Maybe Rodney or Jason can shed more light on that.
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Now if there were some way to export the small details as displacement map and place that back on the A:M model...
- 47 replies
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- Tar of Zandoria
- Concept art
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(and 1 more)
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Short version... First you make an image series of random gray scale blobs. It should have as many images as a multi-pass setting. (9, 16, 25, etc...) Apply that to your model. Set it as a displacement map. In the chor, Set the frame property of the image sequence to cycle through the series in the first 0.2 of the first frame and set that to repeat for every frame Render with multipass, 20% motion blur All the different displacement maps blurred together make a fuzzy look. sample PRJ... scratchWhiteTest.zip
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Hey Serg, if you were looking for fuzzier look for the cloth parts of your character there is a multipass technique using displacement maps that the SoulCage guys showed a while back. These are some experimental tests I did to try it out. With the right pattern and right settings it might give a good felt look. FuzzyClothMultipass Sampler.mov
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A URL will be posted just before the start time. You click on it to go to the Hangout. Your browser may ask you to allow a plugin. Have your mic plugged in before hand.
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I don't think you need to change rigs because that won't change the need to weight CPs or use smartskin appropriately. Come to Live Answer Time! i think it would be useful to talk about this interactively.
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This would be a good case to bring to Live Answer Time.
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Inkscape SVG contains just the points you created. It's curves between control points, rather like A:M.
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We've had .ai (Adobe Illustrator) import for a long time. You can make an outline in a vector art program and A:M can import the .ai file and bevel/extrude it to make a 3D shape. That is great for making mechanical parts. However, inexpensive programs that can export a .AI file are still not common. V19 will add suport for SVG. SVG (ScalableVectorGraphics) is another vector format and is supported by free programs like InkScape. InkScape appears to be a full-featured vector graphics editor and should work well for A:M purposes.
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SVG Import Plugin Missing...errr... found
robcat2075 replied to Rodney's topic in Exploring Animation:Master (v19)
I was initially confused by that different location also. -
Subscription Renewed - Every time I think I'm out....
robcat2075 replied to Wildsided's topic in Ace.Co Entertainment
Welcome back! Glad to have you! -
Can you show your start and result?
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That's a good toon-line result
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Generating proper normal maps from any surface
robcat2075 replied to R Reynolds's topic in Animation:Master
Thank you for your detective work on this! This may be a correctable bug. I recommend you submit your findings to hash.com/reports when when v19 becomes available (presuming the behavior continues in that version.) -
Here's my old thread... How to randomly set a value ONCE?
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I believe it can be done. On TWO I created a generic crowd character that would assume different sizes and colors and hats (?) each time it was dropped into a chor. There was a small bit of manual key-framing involved but most of the randomization was handled by the character. i suspect the same concept could be re-used to make a value reset when the chor repeated. hmmm... how did that work? I think an expression could be used to check IF the current frame is the first frame and if it is THEN use the random function to set a value. After the first frame, the random thing never happens so the value stays stuck.
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V10.5 has the interface we see today with the PWS outline in the left pane and the PWS timeline in the right pane. Some previous versions experimented with elements like that but 10.5 was when they got it right and it has stayed that way since. Of course, many features and speed/stability improvements since then but v10.5 was when it got the GUI it has now. Prior to that, v5 was the big leap to a unified modeling/rigging/animation environment. Prior to v5 they were all separate apps and prior to v5 you had to break your model into .seg files for every bone and rejoin them back together in the rigger. V5 also added most of the constraints we need for modern rigging. But if i ran v5 today I wouldn't know where to start, it looks so different.
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Save those for posterity! The last OS I had that ran that early version was Win 2K. It was so different from modern A:M that I couldn't make any sense of it.
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Welcome to the A:M Forum! Introduce / Reintroduce Yourself
robcat2075 replied to Rodney's topic in New Users
Here is a post with a tut on Surface Constraint -
Welcome to the A:M Forum! Introduce / Reintroduce Yourself
robcat2075 replied to Rodney's topic in New Users
Welcome back to A:M, kazagruma!