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Everything posted by robcat2075
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I'll note that magnitude shouldn't be an issue in the direction of the bias.
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Does anyone have insight into this? Here is the outline of an X I have made. All the corners are Peaked CPs. X_outline.mdl If I use the Y key to add a CP on a spline, that should be a default CP with zero bias. If I add a CP on one of the short splines ( see A) and smOoth it with the O key it behaves as I expect, the two new spline segments are as straight as the old one. If I add a CP to one of the long legs of the X and smOoth it, it gets a twist to it (see B ) The default behaviour for a CP with zero bias is that its bias handle should be parallel to a line drawn between its two neighboring CPs but that is not happening in case B. Any ideas? I have noticed this previously on things that come out of the Font Wizard
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Another one of those superior workflow powers that makes A:M so good.
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Yes, there must be something about A:M that causes us to use it in our projects even though we are all aware there are other softwares out there. I'm sure it's not just sentimentallity, what with all the screaming and hair-pulling that's gone on around here over the years. For Webster Colcord fans... someone has dug up some seasonal clay-mation he did in his off-time (!) back in the early 90s... Mad doctors of Borneo
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Here is a short bit of a standard "Final" render to show the anti-aliasing situation. Note that lines largely by themselves, like the floor lines or the outer edges of the case, are not a serious problem. It's the lines that are densely packed together that the normal anti-aliasing scheme doesn't work well on. It's a bit like the problem of shooitng venetian blinds or plaid sport coats on TV. AAExample1200.mov Fortunately in A:M we can do supersampling by rendering at a higher res until there are enough pixels between the lines to cleanly resolve them.
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I had dreamed of rendering it in 3D way back then... and now i have! Stereoscopic link added in the first post.
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I'm not starting it or organizing it or anything but... since there is going to be an A:M Version 19 it is quite likely there will be a V19 mascot contest sometime soon. Our A:M modelers (that would be all of you) may wish to start thinking of ideas for entries in that regard.
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That photo is a good example of classic contrapposto, posing the character with the mass mostly over one foot and letting the body parts fall into alternating inclines, to give the figure looseness and visible weight. Discovered in ancient Greece, rediscovered in the Renaissance and the first gambit for a standing character in animation today. You want to make sure your rigged characters can do contrapposto.
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VFX animator Webster Colcord is interviewed in CGW... Spotlight on Webster Colcord I note it for this interesting portion...
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Did it work OK previously in v18n? Or is this problem new with the new use of n?
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What is Parallel Reload? I didn't know when I made this opening title and I don't know today but it is something important you need to know if you have the giant enterprise switch by Northern Telecom AKA the Meridian 1. I did this while working at Nortel in 1997 or '98. This was my first attempt at rigorously accurate mechanical modeling. I found the original project elements while looking through my debris and have re-rendered it in HD for modern eyes. For the most part, the original PRJ done in v6 loaded right up in v18. I just had to revisit a few of the animation curves and refind a few image files. The many long, thin horizontal lines on the Meridian 1 were very challenging to anti-alias. A standard render couldn't do it and multi-pass wasn't available so i set the pixel aspect ratio to 4 and quadrupled the intended vertical resolution. Scrunching that back down in After Effects made them super-smooth. ParallelReload.mov update: If you know how to view cross-eye 3D you can watch it in stereoscopic on Youtube. I recommend setting it to 720p and full screening it. Parallel Reload in 3D On Youtube:
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How-to prevent Windows 10 tracking on Windows 7 and 8
robcat2075 replied to robcat2075's topic in Open Forum
It seems undoing them once is not enough... Windows 10 Worst Features Installed On Windows 7 And Windows 8 - Again -
Weird flood news... Fire ants create floating rafts to face South Carolina flooding
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I just got a PM from Kevin, they managed to get through it with just a leaky roof and washed out roads all around them.
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That looks quite authentic!
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I'll also note that if I try to edit the first post of my tutorials compilation, everything in that post disappears
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My Quicktime Player reports that it is displaying about 50fps so that much works. However, I did not notice a subliminal message.
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Hmmm... That used to be a public thread but now the path looks like this (copied from the top of the page)... Hash, Inc. Forums → Help Desk → A:M Answers → A:M Answers (Private) → Documentation (Unpublished) → Preproduction → Rigging and Constraints
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There is severe flooding in Clarendon County, South Carolina where forum member Kevin Detwiler lives and in half the rest of the state, also. I hope he and his family are OK! Clarendon Sheriff: All Main County Roads Impassable
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You might give my "Modeling and Rigging a Spring" video, in this thread, a try to get started and if you have more questions... ask more questions!
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I expected him to say he preferred his SECAM since everyone always complains about NTSC color so it was surprising to me to find out the frame rate was noticeable I guess the advantage is that 60Hz is faster enough that most people won't notice the flicker but 50Hz is slow enough that most people will notice it. I don't think I've ever seen an actual PAL or SECAM CRT display and probably never will now that it's all gone digital.
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Anecdote: When I was in college there was a foreign student from an African SECAM (50 fields per second) country and I asked him what he thought about the NTSC (60 fields per second) that we had here. He said he preferred the NTSC because it was "faster." He could sense the difference in the frame rate and liked the smoother appearance.
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I'll note that no one has ever been able to demonstrate that subliminal messaging actually works. It may be legend.
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The interactive portion of games can be almost any frame rate because the models are being moved and inbetweened "live" and not pre-rendered as in a movie. The two limitations are the speed of the game engine to update/redraw the scene and the speed of the display device to show new frames that the game engine is showing it. Whichever one is slower is what gets shown. You can create 50fps footage with A:M but I'm not sure if Quicktime or other common video players can truly show that without dropping frames. I suggest you do some simple tests at the res you plan to work with.
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Hard to believe you've been gone since v14! Anyway, the interface hasn't changed since then except for a few new buttons, so your v14 time should be well spent.