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Everything posted by robcat2075
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Heres' something that is the inverse of what Fuchur was looking for. A flock of swallows are tracked in the sky... Swallows of Essex and some starlings... 2014 Starlings
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You'll need more blur. Here's a quick attempt that uses 9 keyframes to circuit the loop twice. That is so when it is going around the second time it is not exactly duplicating the placement of the first circuit. This helps reduce the appearance of the object showing up inteh same place too soon. i think Richard Williams touches on his in his book. Footblur.mov This effect could be improved with refinements. RoadRunnerBlur.prj
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I think we need a less severe edge to that dimple.
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I'm not sure I understand teh PRJ. The path is SO huge compared to the feet. Is it really the motion they are supposed to be making under the body? If you are wanting feet to do a circular motion under the body in an Action it will be vastly simpler to keyframe that circular motion. Four keys, maybe 8 at most? I'll note that making them blur like the road runner's feet will probably take another technique to create that appearance rather than actual moving, modeled feet.
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Welcome back to A:M!
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Jumpin' and a' jivin'! Very cool!
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Go for it! Eager to see what you come up with.
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If it works it works, and there's no such thing as "cheating" in CG when it's all artificial anyway.
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If I raise the color saturation on the top image I can get a very similar result. Saturated color was sort of what Technicolor was about.
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To convince people I think we'd to have the same models in the scene presenting the same textures and shapes that need to be lit. This particular one appeals to me and I think would interest many people. Perhaps we can keep it in mind for a future installment of "It Can't be Done" if the models are not immediately obtainable.
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I'm not doubtful that it can be done. If someone were to provide the models for such a scene that might make for a good WIP thread. I'll note some things I see working in this TS shot -lots of AO. Note the unnatural amount of AO surrounding the door knob in the upper left corner. Maybe it's supposed to be dirt? -soft focus. Nothing is pixel sharp in this image. Woody is "in focus" but you still can barely read "SHERIFF" on his badge. -DOF. The background is even a bit more out of focus. -Bloom. On real film that bright window would bleed into the surrounding image. They are simulating that effect of course. It's also entirely possible that this image didn't come straight out of the PIXAR render farm. The characters and background may have been rendered separately for ease of lighting and combined in post. I can see getting all of that done in A:M.
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It looks like the pose is being applied twice, creating twice the displacement of the CPs. Make sure it is truly OFF or zeroed in the model.
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And where does that pose or action come from?
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First you figure out where the joints are supposed to be and you put the bones there. Then you figure out how the mesh should bend across that joint. That's what the CP weighting or the fan-boning or the smart skinning is for. If you choose these things wisely, it's easy.
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I'll also note that in TSM2 you don't need to have all spine bones the same size. You could make the top one large to simulate the rigid rib cage of the upper torso and use the ones in the middle for the flexible waist area.
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It's easy once you know how. I regard a fan bone as easier than smart skin and the knee was a case where the fan bone could serve the needs of the joint I suppose the minimum would be two, the hip bone and a back bone, with spline rings progressively weighted between one to the other. The max would be one bone for each spline ring. TSM2 always uses 5 but you don't necessarily need to weight something to every bone.
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To me, it sounds a bit like the animation version of "make dragon"
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That's looking much better. If you're going to make something like in the pic Mark posted you're going to need smile line, a spline that can make the dimple to the side of the mouth when the corner is pulled back in a smile. This came up on someone else's face model a while back... http://www.hash.com/forums/index.php?s=&am...st&p=379801
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Well, that's just silly! I believe there is something about shadows-only in my "Post in Progress" in the tutorials section
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But that is a "polish" detail whereas fae alba's request is for some sort of blocking/camera placement automation which would not encompass such a detail. One limiting factor in this scripting ... where in A:M do you paste the text for it to work on?
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Here are the nominees so far... - Be able to apply a "script" that describes the actions of a character... fae alba - a gas simulation Fuchur - A light paint-animation (glowing growing spiral-like lines which will fly around. Fuchur (can you explain this one a bit more if it isn't the next one?) - something like this Fuchur - A fisherman, in a boat, on rough waters, in the rain. Simon Edmondson - The weather, The sea, the reflections and colours and transparencies the dynamic (?) forces involved Simon Edmondson - how to combine one's own digital footage on an A:M background, and/or the inverse GAngus There's still lots of time to make suggestions for things you want to be able to do in A:M but don't think can be done.
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Happy Birthday, Dagoos... dagnabit!
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I guess what I've learned is that the TGA format I've been using all these years was wrong, but I like being wrong and i don't want to be right.
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An elf i could make. Keep discussing!
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Yeah, I'm sure once you get the whole head in place the proportions will work. But I've noticed in the past that people who aren't looking at animation as much as we do are often boggled by the size of the eyes on most characters.