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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. I have never started a pose from the chor before! I've started them from the model window. That is not the problem however. I have found that the last thing added to a Pose doesn't get recognized until a save has happened. Force a save on your PRJ after you make the Pose and it will work.
  2. That's scarier than the drawing!
  3. I see nine images. If that's the right number of images then it's displaying right.
  4. Hi Shelton, You can get a weightier appearance by leaning him into that more. Basically you don't want him just straight up and down. Move his feet out a bit so they are not directly below him, switch the casual foot to the outside and bend his body so that it is sagging from the two points of support (the ground and his shoulder). You might bend his arm a bit also to show it flexing under the weight it bears.
  5. He looks cool. Weird toes!
  6. I'll also note that there is a shift option for baking that lets you set the resolution of the maps higher or lower. Someone explained what the setting number means but it's always been a bit mysterious to me.
  7. Yes, it forms a decal of many blocks that are each mapped to a patch. It does not resemble the continuous maps that we wrap on a model and paint.
  8. Most basic material aspects can be baked. I think there are a few things like reflectivity that don't but they can be had by changing them to a greyscale color map and baking them separately then switching them to be reflectivity. Test your material on a simple shape and see if anything is noticeably absent. Things that depend on the direction of light like the Pharr skin shader and "anisotropic" shaders are not truly bakeable.
  9. Look for my beveled N-gon tut in my tutorials. You'd make a regular 6-sided shape and then move the corners around to get that irregular six-sided shape.
  10. Yes, I think a one-day exhibition would help sort out missed entries.
  11. I think I remember a shot where Bob puts on his super suit in The Incredibles. It's pretty brief though. I've got the DVD, if you can point me to a scene I'll look at it, but my recollection is that it's all suggested with editing. I've never seen a character put on pants or a shirt and do it onscreen.
  12. Yes, I don't think I've ever seen a CG character put clothes on, it's always suggested with editing.
  13. Another tactic that works in some instances is... it the edge is sharp because it is made of peaked CPs, unpeak them then set te bias magnitude very small. 10 % or less. It will still be a tight turn but not as tight as a corner with a peaked CP. This is easier than stitching in a new spline.
  14. Once again i had to defer some grand plans but I did get my entry in.
  15. Times runnin' out! Stitching in an extra spline parallel to the offending edge would be the way to do it. Get your entry in, sharp edge or not!
  16. That's a new one! Glad you got that working. Enjoy retro-A:M and if you have questions let us know!
  17. The most time-honored tactic, seen in CG movies from Toy Story on, is to not have skin underneath the clothes since the skin under the clothes wont' be seen anyway. Weight the clothes CPs to the bones in the normal fashion of weighting mesh to bones. To say more, we'd have to see whatyou are doing so far.
  18. Bonus historical info... I have since found out that that commercial was from 1982 and won a Clio award that year. Rodney, is there a button in the current interface that creates YouTube tags or do we need to type that in manually now?
  19. I believe the deadline is on the midnight that comes after Sunday evening. It was last time. And yes, that is Pacific Time.
  20. If you mean smooth surface interpolation, I think we're going to see it in games thanks to Pixar's OpenSubdiv pretty soon. But if you specifically mean A:M's proprietary interpolation technique, it doesn't stand a chance. It's just math, math that worked ln HA:MR. Someone takes the routines in HA:MR that handled the conversion from A:M splines to polygons and translates them to feed the game engine. They write it as a plugin or add-on or library or whatever one does when one adds capabilities to an open-source program. That's not trivial, but it's something a capable programmer could be recruited to do.
  21. Get your entries in by midnight Sunday night!
  22. Looks like the Youtube tags on that link aren't interptreted by the new forum server. Someone will probably figure that out. Try this
  23. I'll note that the surfaceproartist site also has a number of reviews of cintiq-like monitors from other manufacturers which may be interesting if you are curious about lower-cost alternatives.
  24. Are there any open-source game engines? If you could take the spline-interpreting part of HA:MR and insert that into the animation functionality of a game engine that displayed with WebGL then you could use your A:M assets directly in your game instead of having to convert them into weird format and losing all their special stuff.
  25. Welcome to the forum, Rich! Theoretically you can also see your license # on your account page at the Hash store, but I just tried that for my account and I get the same error. I'm going to guess that this is because of the server change they just did a few days ago which is still being worked on. Hopefully Jason can get that fixed soon.
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