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Hash, Inc. - Animation:Master

robcat2075

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Posts posted by robcat2075

  1. Much digital audio is packaged today at ultra-high bit rates and bit depths on the premise that that reduces digitally induced artifacts and distortion. This video explains why 96KHz or 128KHz is unnecessary and superfluous and why a 44.1KHz sampling rate is all that is needed to accurately reproduce all sound for the listener.

    (In another video he notes that this is just regarding the initial recording and end playback. Production between the end points may require higher sampling.)

    What does this have to do with CG rendering? It seems that a big effort in reproducing realistic lighting and texturing has been in finding ways to sample the potentially infinite number of photons in a scene as little as possible and still have enough to get a visibly accurate result. With crazy math it can be done. That is just my analogy, however. This video is not about CG.

    Most of this video is really someone else's video that he has excerpted and annotated. He includes a link to that other video on the YouTube page.

     

  2. You don't really need to download a new install if you already had A:M installed.

    delete the expired master0.lic file from the AM folder of your expired AM, then run it and it will prompt you for your new  key
     

  3. Would you believe... I've never tried that before? 😄

    When I  save and reload a layout it seems to recall a specific arrangement and visibility of interface panels like PWS, Properties, Poses... the things you toggle with ALT-1 through 7

    It does not seem to recall an arrangement of model or chor windows within the view port

  4. On 3/7/2024 at 10:46 PM, Tom said:

    Neat... looks like you are using your cool cloud effect!

    Yes, dressing up these old animations was what got me on that track!

    22 hours ago, Tom said:

    Follow up question ...can those changing clouds cast shadows on the ground? ..or are they just projected on a plane without the ability to interact with the rest of the scene?

    Yes, they could cast shadows on the ground, although you'd need the camera to have a much higher angle to see that and I'm not sure about the scale they would have.

  5. Some of you are wrestling with storyboarding your animation projects.

    Here are some real production storyboards from the Hanna Barbera series "Cow & Chicken."
    They look quite different from the storyboards that one might make to present an idea to non-film-makers, such as the clients of an ad agency who want a commercial to advertise their product.

    Here the artist has drawn just enough to identify the setting, the characters, the camera angle, the action. These are for creatives to talk to creatives.

    But LOTs of drawings. Each one might account for only a small slice of screen time. The whole 150 drawings might cover three minutes?

    While each drawing is not highly detailed, the sum is very detailed... there isn't much doubt about what is seen and what happens.
     

    if clicking on first image below doesn't work, try this link: https://www.facebook.com/permalink.php?story_fbid=pfbid0k972sE2df2kEF9i4447mQSXkJy6wo5TkLQSivKnvWZWtNGxN7ZToqyhHnZv1Piool&id=100005239264503

     

  6. This is the profile of common "spur gear".

    10teeth.jpg

    The edge where a gear tooth will contact the tooth of a neighboring gear has a special curve called an "involute," designed to allow the gear teeth to smoothly slide over each other as their gears turn on their axes.

    This curve varies depending on how many teeth a gear has (and other factors) but the tooth overall tends to have six landmark points that are easily distinguished, which I have marked in red...

    image.png

     

    A spline made with six points per tooth can approximate this shape. Here I have fit six points to one tooth and used the Duplicator wizard to copy that around the remainder of the gear...

    image.png

     

    The resulting A:M spline shape closely matches the intended contact interaction..

    gear003.gif

     

    Possibly a wizard could be made to create proper gear outlines (for any size gear and any number of teeth) in A:M for 3D printing projects. I realize dedicated CAD programs usually have some tool for gear design but it would be fun to be able to create working mechanisms with native A:M models.

  7. Today it is easy to mix RGB for almost any color we want but in ancient times color wasn't simple to come by.

    NY Times article:

    In Israel, a 3,000-Year-Old Purple Factory

    Quote

    Archaeologists have revealed a major production site for one of history’s most luxurious, and smelliest, colorants.

    The most prized pigment of antiquity was processed not from a tangle of root or the frothy extract of a weed, but by drawing out a slimy secretion from the mucus glands behind the anus of murex sea snails — “the bottom of the bottom-feeders,” the historian Kelly Grovier has written. The common name of the dyestuff, Tyrian purple, derives from the habitat of the mollusks, which the Phoenicians purportedly began harvesting in the 16th century B.C. in the city-state of Tyre in present-day Lebanon...

     

    ...Tyrian purple was the sole colorfast dye known to the ancients; fabric tinted in the color grew brighter with weathering and sunlight. Shades ranged from bluish-green to a purplish red, depending on how the dye was prepared and fixed in textiles. The most vibrant tone was the deep crimson of “clotted blood” tinged with black, the Roman historian Pliny reported...

     

     

  8. I agree that Wayback machine is your best path for recovering old user-written tutorials.

    I recently reconstructed Jeff Cantin's splinesmanship tut from that.

    If you know an old URL, it is a place to start. Note that the Wayback Machine may have archived a site many times, but not all of them may have the same resources (like JPGs, files to download, etc.)... so you have to check many of them.

    Some may be incomplete in every instance.

     

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