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Everything posted by robcat2075
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I've been thinking there's way to do color keying in A:M composite projects but since just about every video editing app now has some color keying feature I've not pursued it.
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another ghost idea ..actually two modified the first
robcat2075 replied to johnl3d's topic in Tinkering Gnome's Workshop
A ghost with racing stripes. -
For some reason I can't get the link to work. It has an extra www in it but when I try to edit that out it comes back! Edit: I think I got it... http://www.123videomagic.com/ My own dabbles with greenscreen have been troublesome. It's really hard to get the screen evenly lit (outdoors works best) and hard to get a clean edge.
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William was describing the nature of the wall decorations in the underground lair and i said, "Ah, that is known as 'bas-relief'" and said he might look that up for examples. Then i got to wondering what the official definition of "bas-relief" was and got this on the web: That clears that up! My definition: sculpture in which the objects are mostly fully 3-dimensionally formed but are not free-standing. They are substantially attached to the wall behind them.
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I'm glad you're day job finds you valuable!
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A secret decoder ring!
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How to convert files to STL format for 3-D Printer (v13)
robcat2075 replied to simpleyork's topic in Open Forum
Welcome to A:M, SimpleYork! I guess you already know that current versions of A:M have the STL exporter but for some reason don't want to upgrade but that's not going to stop me from suggesting it. Perhaps one of our other STL fans can suggest a 3rd party OBJ to STL converter so you could use v13's OBj export. However even if you do that you're still missing out on v18's higher res polygon export. -
Classic haunted house ghost!
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What does the product do? I'm hoping it's something that stands by the cat food bowl and swats raccoons that try to eat out of it.
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Do you have to see their feet in this shot or is it just shoulders?
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Show us some pics when you have time. I'd be curious to see the coin!
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I'll note that on my computer, at least, if I have any sort of simulation in progress and I do a mouse-click, in or out of the window, or if there is any other program running that is updating its screen, A:M will go to "Not Responding" and appear to be frozen. It's still working and will come back when it finishes but if you want to monitor the simulation in progress you need to just let it be and not do anything else on the computer.
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that's promising.
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ghost plasma!
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that sounds interesting. Can you explain it a bit more? I'm not sure I understand "out of sequence"
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Here's a comparison of different size drops 4cm, emission rate 500, took a few minutes to simulate 2cm, emission rate 4000, took somewhat more than an hour to simulate 1cm, emission rate 32000, took seven hours to simulate Actual render times are from 10 seconds to a few minutes. 4cm2cm1cm.mov
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Rule of thumb... If you reduce the particle size by half, you need to increase the emission rate by 8x to create the same volume of fluid. For example, it would take eight 1cm spheres to equal the volume of one 2cm sphere. 8x the particles means 8x the simulation time so use the largest particles you can for the fluid effect you are developing.
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Here are some lesser viscosity tests. The third one is mildly promising. There is a very odd rendering artifact when they splash way past the camera frame... LesserVisc.mov
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My tactic has been to test each joint as i weight/fanbone/smartskin it. I have the model open in an action window so I can test rotate the bone while I'm working on it in another window. That way I only need to have the geometry bones in the model and don't need to have the rigging constraints done yet.
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Matt asked about my viscosity settings. These tests all have viscosity set to 199.9999 200 produces particle that never leave the emitter. Note to future experimenters... you can enter 199.9999 (will appear as "200") in the viscosity box and run fluids with that but if you save and reload the PRJ it will come back as a real 200. You need to manually re-enter 199.9999 I think viscosity has more to do with the particles' movement through space (it slows them down) than with their interaction with each other. That said, high Visc seems to exacerbate the tendency of the fluid to crawl up the sides of the container. That is very odd. The first two clips have identical settings except that "Cull Particles" is ON in the first and OFF in the second. the result is slightly different in the final arrangement of particles but other than that it looks to have the same behavior. There didn't seem to be a big difference in sim time either. The rest of the clips are other setting change tests, but all with high viscosity. Bowl06HighViscTests.mov
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I'm baking a sim now but A:M is only taking about 64 MB. I presume most of the data goes immediately to the hard drive.
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If you are wondering what a modified T-pose is... it isn't any of these images that came up in a search for "modified T Pose" Here's a better example"
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I've been experimenting with variations of this. Averaging several frames together... baking at one fps and rendering at another... so far no great successes but i'm still looking at it.
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If you get stuck, post it and we'll look at it.
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It hadn't occurred to me. i only have a 64-bit version of the new "g" beta. Next time i run a bake I'll take a look but so far the bake files have been way less than a Gig.