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Everything posted by robcat2075
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You are right. So far, this list only goes back five years so it doesn't reach back to tuts I did for TWO. I've added this one and someday I'll get around to sorting through all the TWO vids.
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Do all our post counters get reset to zero?
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just a wooden sword ...Kat's last thread :(
robcat2075 replied to kwhitaker's topic in Just a Wooden Sword
That sounds like a great relocation! Good-bye moose! I hope it goes smoothly for you and we see you back here again. -
So is the forum going to look like it does now or is it still going to be a huge change?
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Hey, those worked pretty well! I'm curious about the dialog... it all had to be redubbed after shooting?
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Currently, I'm thinking an Intel i7-4770k is a good better-performance but not absurdly-expensive choice. A:M doesn't make huge video card demands. Most of the rendering is in the CPU although the ScreenSpace Ambient Occlusion(SSAO) effect added in V18 is done by the video card. You DO want an AMD or NVidia video card and not the Intel graphics that are built into the CPU.
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I'll note that Mark has noted before that he wasn't using bias adjustments and that has motivated me to depend on them quite a bit less which has led me to making better meshes overall.
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Thanks Matt!
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If you're doing what you're doing without needing bias adjustments... keep doing what you're doing! It looks great!
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trial of quick material animation idea
robcat2075 replied to johnl3d's topic in Tinkering Gnome's Workshop
that's freaky! It's like they are vacuuming up the moss on the ground. -
The behavior of any default bias is to be parallel to an imaginary line between the next and previous CP on the spline. Bias alpha and gamma adjustments are like offsets from that imaginary line. If the next or previous CP is moved across that line, a non default alpha or gamma bias will flip to maintain the same offset to the imaginary line as before. However, that is only in the modeler, where you do want the bias to truly represent its offset to the imaginary line. Bias "flipping" (if that's what we are talking about) is normal in the modeler, but is prevented from happening in animation. If there is a case where biases flip in animation that would be something to look at here. To avoid annoying bias flipping in the modeler, do bias adjustments last in your workflow, after you are fairly certain your CPs are as best placed as they can be.
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I recommend the annual $79 subscription. That way you're always up to date with the current version.
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Wacom makes a self-contained cintiq PC tablet now. It's probably more capable than a MS Surface3 but about twice as heavy also.
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Here is a demo of the SplitPatch solution... Inserting a spline between two other splines with SplitPatch
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The screen is 12 instead of 10 but it's a more rectangular format so maybe it's not all that much bigger? Are you old enough to remember cigarette commercials? I remember one that promised its cigarettes were "a silly millimeter longer". That ran for a long time so it must have been successful.
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What is the unwanted result? Lessee... -You know that Holding the Shift key while stitching in a new spline will maintain the curvature of the splines that were there, I presume. That's usually been enough for me to add a spline where I need one. -Splitpatch will do a 2x2 subdivision of all selected patches. You could use that and manually delete the undesired CPs and splines that are created beyond the inbetween spline you do want. ( Lasso-select the ones you want to delete rather than comma-select them.) -CutPlane ( with nothing selected)... If you can maneuver the plane between the two rings you want to inbetween it will add a spline ring at the intersection points. This one does not do "maintain curvature", it leaves the biases as they were which will make for some slight shape change. CutPlane can occasionally get confused on complex spline rings or rings where the CPs were not made in consecutive order.
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Robots, Space, SciFi Image contest
robcat2075 replied to Jason Simonds's topic in Contests/Challenges
Everyone has two weeks from tonight to get your Sci-Fi image contest entry entered! The top ten entries will get Mark Largent's fabulous "Wobbling Dead" DVD. Don't miss out! -
That's a great point. I'll note that my "It Can't be Done" series introduces and explains text-editing of A:M files.
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Here's a clever pricing strategy for all you free-lance types... Freelance pros take the zeros out of project bids. Here's Why.
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raising rigid subsamples and rigid drag doesn't get me a different result. The root of the hair is being moved in subframes but the tip (and I presume all intermediate CPs) are being left in place.
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A brief test I just did with a transparent emitter suggests that the roots of the hair are being properly moved in subframes, but not the rest of the hair. so the hair is stretched in a trailing direction. The hair is on a transparent dome and moving from left to right....
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-Have you tried "baking" the hair before the render? "Bake Particles" I think. -Remote possibility.... the way multipass is incremented has changed in v18f. Do you get the same wrong result in v17? -Another option is A:M's non-multipass motion blur which should be similar to your AE post motion blur
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An AE file is really a just a bunch of lists and parameters. Reading that shouldn't be a problem unless they decide to make it a problem. 32-bit or 64-bit OS shouldn't be an issue. The data is in separate files and those could be 30 year old formats like JPG that still read as expected.
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By "processing footage" I mean the real time scrubbing and compositing of my After Effects compositions that has to happen for me to be able to judge my work without having to go to a final render to Quicktime for every preview. Imagine if you could only advance animation in A:M one frame every 5 seconds or one every 20 seconds or if you could only watch it in 1/64th the normal size. It's a poor situation for working with multiple video elements.