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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Have you tried just setting \ as the keyboard shortcut for that in the Customize window?
  2. Matt, I'm testing v18m now and in that version, the backslash ( \ not / ) does still toggle between perspective and Orthogonal view, although the shortcut doesn't show in that menu. Note that you can't go to Orthogonal view while looking through a camera.
  3. There may be a pose that is ON by default that makes some bones not visible when the model is used in a chor or a Pose. If you find it, turn OFF the "Define Relationships" button before you turn that Pose OFF in your new Pose, then turn "Define Relationships" back on before you key the bones in the Pose that you want to work with.
  4. Is keying the finger controller that is visible in the Pose not sufficient?
  5. An addendum to the addendum to Episode 2 is now online. See the link in top post!
  6. Three possibilities... -If your splinage was exactly where you needed it you could apply the hair material to a group that included just the patches where you wanted hair -There is a length tool in Styling mode that may let you shorten hair to zero but that is still on a per-patch basis. -Use a density map to control where hair grows. This can turn hair on or off anywhere on the model regardless of patch boundaries. I will eventually talk about hair density maps in my decaling series.
  7. I believe "It's getting Hairy" in TAoA:M talks about how to use the brush.
  8. An addendum to Episode 2 is now online. See link in top post!
  9. Have you tried A:M's new Screencap tool? While it might not quite fit your needs it can certainly save you that round trip to photoshop when applying a decal. The basic steps: - A:M Snapshot - Immediately Right Click in same modeling window - Apply Snapshot as Decal See the more graphic view of the workflow below (click on the image if the animation isn't active): And of course once applied to the model the decal/image can be taken into photoshop and manipulated as necessary, increased to higher resolution, duplicated (and applied via Add Image) for additional layering and surface effects, etc. . The result stays pretty tight and can be tweaked to be even tighter (via A:M's Decal Editor) I had forgotten about the "Apply Snapshot"! However... - I see that it is only available in the model window and not in the Pose window where i have my flattened mesh. - Also in the A:M i have, "Apply Snapshot" causes a snapshot to be made and applied in one step rather than being something you do after making a snapshot. -If I use the scaling slider in the snapshot control window the image is not correctly rescaled to match the model My episode 3 makes use of Snapshot but not "Apply snapshot". I'll need to make some bug reports to Steffen about the above.
  10. I'd be curious to know why that convention is the way it is, too, since cylindrical wrap of a decal already automatically goes around the vertical axis. But at least there is a way to adjust it.
  11. Part 2 is now online. See link in the top post!
  12. Will, could you clarify what my test is supposed to be of? Anything?
  13. This started out as "light" version of Jim Talbot's method to flatten a face and apply a decal but it's already running long... Episode 1 is on Youtube. How to flatten a face? errata: at about 5:35 you can see a bit of distortion happening on the screen-left edge of the mesh. That is because those patches are right next to the hidden stretched patches. Those will decal oddly at that edge. Ideally we would have one more column of patches between those and the stretched patches to hide and exclude from decaling. Then none of the decaled patches would be adjacent to the stretched patches. Episode 2 is on YouTube. Fixing the overlaps. errata: at about 11:30 I say "This character has a very long protruding feature in the nose..." when i really meant the chin. Episode 2 Addendum is on Youtube. About those hidden splines in back Episode 2 Addendum-da-dum is on Youtube. Not strictly required viewing, but this covers some more examples of re-apportioning patches for bitmap coverage. Episode 3 is on YouTube. Capturing the wireframe, sizing it correctly, and painting on the decal. Episode 4 is on YouTube. Discussion of what we need in a paint program. You can skip this if you are already quite familiar with AdobePhotoshop. Episode 5 is on YouTube. We finally paint our color map. errata: at about 13:50 I demonstrate a very soft brush but the screen capture loses most of that softness. You'll want to experiment with that yourself. Episode 6 is on YouTube. Bumps and Displacements. Episode 7 is on Youtube. Controlling hair with a map.
  14. Martin once told me that A:M could render anything you see in the first 6 Pixar movies. I'd say that's a valid claim and that is pitting A:M's renderer out-of-the-box against Pixar renders that had to be spruced up in post with compositing to get them to what you see on screen. If you were willing to do compositing and post-processing with A:M renders you could get even further into the Pixar line of movies. The overwhelming reason people are disappointed with the images they get out of A:M (or any 3D app) is that they haven't lit and textured the scene with the same human expertise as the people at Pixar do... and they don't recognize that that is the reason. I presume (I don't know for a fact) that Renderman has some fine nuances like better SSS or a more comprehensive water simulation solution but better SSS or water is not the reason Pixar movies are successful.
  15. That must be some misunderstanding of the narrative. You can re-open an already-existing pose by double-clicking on the relationship under the model in the PWS.
  16. I tried to do it like Jim but I could not get it to open another window like he said it would when I turned the percentage off also it did to my knowledge have the mesh flatten in A:M. Thanks. I haven't watched it in a long time.... what is "another window" intended for in his method?
  17. I notice that Pixar currently has four openings for Renderman workers, more openings than any other part of the company. Even Pixar has trouble finding people who can make Pixar Renderman work!
  18. You do have to have an image in PS before anything will show in the channels window.
  19. trick? The alpha channel?
  20. Is there even source code for the old one?
  21. It's the one called "texturing" https://www.hash.com/forums/index.php?showtopic=44719
  22. I don't know much about flocking, but if you can show a PRJ that works as expected in some previous version and not in K, then that's a good bug report.
  23. This is just a quick explanation of where and how to make an alpha channel and how to see it do something when you use the image in A:M Have watched my quickstart video on decaling? that shows how to apply a decal to a model.
  24. Fabulous! If you look in the "Channels" window for any color image you will probably see: RGB, R, G and B. If you press the Add channel button at the bottom, it should add "alpha" that is all black. Paint some white in it somewhere, then save it out as a targa, choose the "32-bit" option, and import that into A:M and decal it onto some model. Only the part of the color image that is where you painted white in the alpha channel will show up. That is how we can make decals appear to be shapes other than rectangles.
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