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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. There is also "specular intensity" for decals.
  2. Welcome back! So that's your artwork, right? One graphic... shouldn't it be "equestrian"?
  3. Looks cool, John! The render times were a bit of a mystery. Once the particles got going it could randomly take from 40 minutes to 80 minute per frame.
  4. I have three cores chugging away on it! Come back tomorrow!
  5. Could you save and post a Preset of what your render settings are for that? It's the "Save" button on the render panel. It saves a .pre file
  6. You could do the work any time of the week but we need to find an hour where everyone can at least Skype together.
  7. I expect that to be the last word on v18. Steffen is way onto v19 now.
  8. Not much, this is pretty much Animation 101. The big problem I foresee is scheduling everyone in one place at one time every week.
  9. I'm toying with giving the Body Mechanics Boot Camp another try after the holidays. It would be a free class where you learn some basic character animation essentials. The curriculum might be something like -Bouncing Ball -Broad Jump -Weight shift -Side Step -Generic Walk It would need about three or four interested people who have the spare time to work on the exercises and who could all meet once a week at the same time on Skype.
  10. Those are pretty good!
  11. R-E-S-P-E-C-T You can reduce clatter and excess liveliness in cloth by increasing the "Damping" values. This reduces the tendency of the particles to keep oscillating and reduces the effect that the motion of one particle has on neighboring particles.
  12. update... I've added a render of the full cloth simulation in the top post so you can see how that is set up.
  13. Those are good looking shots! You and I could form "The Unfinished Halloween Short Club".
  14. It's like headlights for your wrists!
  15. Thanks! It was a cookie cutter with alpha channel.
  16. A brief test using SimCloth for Autumn leaves... YouTube version: BooH264.mov UPDATE... here is a shaded wireframe render of the full cloth simulation that takes place before the rendered portion above. Although "Show backfaces" is ON, the cloth patches only show their decal on one side in shaded mode. Not sure why. Boo Cloth Simulation.mov mp4 version: Boo Cloth Simulation.mp4 PRJ: OctoberSurprise.zip
  17. Since it is already possible to force a key on a bone that includes constraint results, it should be feasible to include that power in "baking".
  18. A quick test shows that IK relationships do indeed not bake correctly. A bug report may be in order.
  19. I don't seem to have a Windows update regarding OpenGL waiting for me. Do you know what the update number was, by any chance?
  20. It looks like Streak particles. I don't know why they would be there.
  21. I think the shadow buffer represents only cast shadows. The shadowed side of an object is something different. If you want a hard black and white shading on the ball, set its color to white and set its "Diffuse Falloff" to 0. (The "Intensity" of the Klieg light must be 100%) If you want to eliminate the darkness from the ground, where it isn't illuminated by the Kleig light, set its Ambiance Color to white and set its Ambiance Intensity to 100. That should get you all white except for the shaded portion of the ball. Does that get you what you want?
  22. Explain to me, "the sphere itself"?
  23. I highly value your insight into these things so I'm curious as to when you think another contest might be ideal to run.... I can only speak for myself, but as one of several people who went right up to the deadline and still didn't get an entry done, I'm worn out right now and not ready for another one just yet. I do like the idea of contests with a subject. I think that encourages people to do something new rather than pull something off the shelf. That said, we've had so many "Christmas" and "Holiday" contests in the past that I think "Winter" is is a theme we've visited a bit too much already. I think it would be cool to see WIPs along the way and see progress on the forum rather than have everything just appear at once.
  24. I'm glad to see there were so many good entries. I feel better knowing that I wouldn't have placed even if I had gotten my entry done.
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