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Posts posted by robcat2075
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Hi, Edward,
I think you have to do it in the original material, rather than in the model.
Just to be safe, delete the keyframe you have in the model.
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Can you post a sample PRJ that has that mustache model in it
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I put a bump map on this model to simulate some wrinkles on the top, but although both top patches have their normals facing out, one patch shows the inverse bump result of the other...
Just to try it, I did RMB>Renumber CPs...
That fixed it! Don't know why, don't know how, but that did fix it.
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That's how they do Southpark!
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Here is a modern re-render of my "Exercise" animation from 20 years ago.
This is a Radiosity render for lighting...
...composited with a Screen-Space Ambient Occlusion render to heighten the darkness in small crevices...
...final result. Notice the improved detail in the basket ball net and the roll-out bleachers, for example.
PRJ with Gym Scene minus the character.
You will need to drill down to
exercise39b2 NoChar_1026737012_1729443151>E- >_BI_Projects>hash 2\CBT390Alien>Exercise 2004-04-08
to find the PRJ and the render PREset
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I'm surprised it got green-lit at all.
The concept might be a great one but is there an audience for a big-budget movie about a 2D animated character?
Looney Tunes haven't been on Saturday morning TV (in the US) for more than 20 years so that audience familiarity is gone. I wonder if anyone well below middle-age remembers the Coyote and Acme.
And, as you note, the last few 2D + live action outings have not done well.I'm surprised it got green-lit at all.
But i love that picture of the Coyote. It looks like they get it.
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Warners spent $70 million making an animation-in-live-action Roadrunner movie but is not going to release it and try to take a tax loss instead.
Deadline:
NYTimes has some reporting on the business complications...
Want to See This Film? Movie Studios Won’t Let You.
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I like the information presented. I applaud their experiment.
I tire of the reality-show format. -
Apparently an early Japanese effort at animation. It doesn't have a date attached to it but an online comment suggests 1932.
I have no idea what is going on but I'll presume it's based on some traditional folk tale..
@Rodney ?
EDIT: Google translate saysQuote[Pre-war anime] Ameya Tanuki (1930) Talkie version [Japanese Old Animation]
Animation of Victor Records' new album "Ameya Tanuki" (50715), composed by Benika Sassa, sung by Teiichi Nimura, and spoken by Eiko Hirai.
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A modern render of my 20-years-ago Showdown entry, now with lighted dance floor!
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BTW, Steffen's page documenting the settings in Transfer_AW can be found...
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I've always wondered how much other people see when they "visualize".
When I imagine something, it's not like a dream where I really felt I was seeing something.I suspect there is a wide spectrum of experiences rather than just sees/doesn't see.
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Frivolity...
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Look at this fabulously flexible result of rigging a face with the Transfer_AW plugin.
Steve @Shelton modeled this great character (right) and then we pulled out a lo-res version (left) with just enough splines to cover the essential landmarks of the face.
We rigged and CP-weighted that with some minimal bones for the jaw and lip corners and then used Transfer_AW to interpolate that lo-res rig to the hi-res mesh.
It would need some further fine-tuning but this is a huge time saver for rigging a face.
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As I dimly understand it... Z-buffered lighting works by rendering a depth map from the viewpoint of the light. Every pixel of that map is really a number that is the distance from the light to the surface point that pixel lands on.
then when the real camera image is being rendered, every pixel is checked to see if the surface point it lands on is farther from the light than that same surface point is in the depth map.
If it is farther, then that means some other surface is in front of it from the light's point of view and it must be in shadow and should not get the light's intensity added to it's surface color.
Apparently this is usually faster than computing an actual ray form teh camera to the light.So why can't this process accommodate the Boolean cutter? I dont' know, but it doesn't.
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A modern render of this Showdown entry, now with lighting, atmosphere and sound...
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A forum member has posed this problem...
That is the correct behavior. Only ray-traced lights can accurately account for the shadowing created by boolean cutters.
So, with the box as a boolean cutter, the sphere is completely "cut" and casts no shadow from the ray-traced light.
The z-buffered light can not handle that complex situation, so even though the box cuts the sphere from the camera's view, the z-buffered light still sees it and a shadow is cast.
Interesting way to get a shadow-only pass! I shall remember that! -
That is some hard-core tattooing.
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Here is the full program that puts him in context.
Yup, he still screams a lot.
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Thanks Paul, David, Dan and Tom! May we all have a good year ahead!
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Thanks, Roger and Gerald!
I hope I can be helpful for a while longer!
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Beautiful, Myron!
Thanks!
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Thanks, Steve!
Another year... I never thought I'd be this old. We better get our projects done soon!
random SSAO flaw
in Animation:Master
Posted
Strange blotches appear on occasional random frames of an SSAO render...
If I render the same frame number plus 0.01 the mark will not appear...