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Everything posted by robcat2075
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If that engine requires me to C++ code then I'd be out. That's how little I know about it.
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It looks big! And it's got George Clooney. Tomorrowland
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I suppose a good project for me would be to devise some simple game concept for which assets can be made in A:M and go through that from beginning to end.
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Part 5 is now live! See link in top post.
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I wish I knew more about that stuff.
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On the other hand... it's hard to know something will take too much time until you've spent too much time on it.
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-Transparency must be set to nearly 100 -Refraction should be set to something greater than 1.0 -it should have something behind it to see through it.
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This is pretty much textbook, animation school jumping here. Notice how the legs have extended to nearly a straight line in the direction of motion before they leave the ground and likewise, the arms have extended as far forward as they can go also. This gets the most mass moving in the intended direction before power is lost when the feet leave the ground. The tail action is a bit counter intuitive; instead of trailing behind, he is flinging it forward to get mass moving for the same reason the arms are thrust forward. http://youtu.be/UMv5pvsrzRU The landing isn't a standard landing on the ground but catch the overlapping action of the body hitting the target first and then the arms and legs catch up and continue forward to wrap around the twig.
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Hooray!
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Here is a another possible topology for a guitar body, made by joining two lathed cylindrical shapes and slightly pulling the sides... This one is simpler, made by pulling the sides of one lathed shape . (Lathe set to 12)
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By "get this" you mean the diagonal lines, i presume. Is it only on that model or only on that camera? Can you narrow down some circumstances?
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Hi Paul, haven't seen you around the forum for a while!
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Yes, that's fine.
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I played that myself! It is a theme from Howard Hanson's Symphony #2
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Part 4 is now live. See link in top post!
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First, I would change the camera's background color to black.
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saw on facebook snowmen with glow stick eyes so
robcat2075 replied to johnl3d's topic in Tinkering Gnome's Workshop
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I tried something like this with a "bouncing ball boot camp" a few years ago but the students wore out pretty quickly and we never got to the end of it. Perhaps we could try again some day.
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I haven't examined the PRJ. Is the speckling on the ground the reflection?
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Character riding in vehicle looks flat and washed out in render
robcat2075 replied to Pitcher's topic in Open Forum
I believe the default is 100 -
Character riding in vehicle looks flat and washed out in render
robcat2075 replied to Pitcher's topic in Open Forum
Perhaps you have toon shading or some other shader activated by accident. -
I'll note that you can take a wide angle image from A:M's square camera and filter it in a paint program to get something similar to a fisheye effect with less render time hit. It should also be possible to map square rendered footage onto a sphere in A:M and get such a distortion. Original: Photoshop Spherize:
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As always, it looks fab!
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I'm pretty sure "refraction" is the key element inthe lens. An alternative gambit would be to shoot into a curved mirror. Here is an array of cubes seen in a cylindrical mirror. Cyl Mirror01.prj
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That sounds like something a Pose Slider could do start with you curved lens and then add a Pose where it is flattened out OR... Pose that reduces the refraction to zero. I'll note that 1, 2 and 3 point perspective are more a matter of aiming the camera in a particular way, whether is is perpendicular to certain edges or not.