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Everything posted by robcat2075
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Placeholder 2 It Can't Be Decaled! Face Painting Video tutorial series regarding decaling of faces. Image sequences, how to import and vary the time that each image is displayed Random numbers. Post with video on pseudo-method to sample the rand() function less frequently than every frame. Normals. Post with video showing how to find and fix/flip backwards Normals. Follow-up post with video. Ambient Occlusion (aka AO or Ambiant Occlusion) Some settings for your first AO render as in this 8th post in this thread Pose Slider Reveal. Making a Pose slider that reveals a model from the bottom up. Live Answer Time session on YouTube Average Normals and Normal Weight instead of "Porcelain". Discussion in three threads: https://forums.hash.com/topic/44540-average-normals-porcelain/ https://forums.hash.com/topic/48184-average-normals-normal-weight/ https://forums.hash.com/topic/48846-average-normals-for-smoother-surfaces/ Hair Color. Setting hair color to change along length of shaft. Post with video in it Decal Pose Slider. Use a Pose slider to choose any frame in an image sequence decal. Post with video and PRJ in it Sprite Size. How to keyframe particle sprites' size to change over their lifetime. Post with video and PRJ Modeling a Gear. How to lathe and scale a model to make a gear with teeth. Post with video.
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Placeholder 1 These are posts made since Jan 8, 2014. They are unsorted and will eventually be added to the list above. Enhanced Selection Filters, further explained link Inserting a spline between two other splines with SplitPatch link Outdoor light example link Rectangular depression example link Changes to Multipass subdivision in v18f, it's all about the ticks. link. Adding a Distortion Box to a character. link Also weighting examples. Constraining hands of two characters together. link SSAO ( aka Screen Space Ambient Occlusion ) setting suggestions. link Fixing User's missing CP problem link Controlling bones with Smartskin link Painting with Light It Can't Be Done! link Using MirrorBone Plugin link Notes on Simon's patches link Ordering Contraints link Using Paste Mirror link The making of Jumping Cube link Roadrunner-style Footblur link Peaks and Valleys modeling link Gradient Material and Pose slider used to gradually reveal curving, twisting shape. Thread with User question at top and tut video at end.
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An ON/OFF Pose in the model would be the way to do that.
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In the choreography, turn on Show More Than Drivers that will expose the properties for the decal and you can animate the Percentage property to 100% or 0% for showing or hiding it.
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According to a Facebook conversation it is called Kingwood Hospital in Houston, I think.
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Welcome to the forum! Yes, it does sometimes take a while to go through as it is managed by a human rather than an automatic bot. Wait a few days longer and then rattle the cage some more.
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Hurray for Rodney!
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I'll also note that any files made with v13 or later will not load in V11. The file format changed from a nonstandard text markup scheme to something more resembling the XML standard.
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The cold never bothered him anyway
robcat2075 replied to Rodney's topic in Work In Progress / Sweatbox
I immediately recognized him so you must be on the right track! -
The interface for v18 will look just about identical and A:M still works the same way. Since v11 we have many bug fixes, speed improvements and new features however. A one year license for v18 is only $79, there's no more CD like with v11.
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That's what this endeavor is for. If it can be done in A:M, we'll show how to do it.
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For anyone looking in (detbear already knows this stuff...) That Realflow demo looks great and I think it pretty much represents state-of-the-art water simulation, which is why it it costs $250 to license Realflow. That's not $250 for one year... that's $250 for one week! The Realflow "Starter Pack" (I presume that is more of a regular purchase) is $7495... on sale now for $6360! Because render nodes are a big part of their business I presume that render times are excruciating for highly detailed scenes like that killer whale thing. I can't find any claims of render time associated with their example videos. If anyone does, point me to it. No, I don't think A:M's fluid simulator can be managed as realistically as that Realflow demo but if that were the scene we needed for a movie we were making I think something could be crafted using traditional techniques that most audience members would see as the same shot. Identical, no, but same shot, yeah. Maybe that would make for a good "It can't be done" project.
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My original notion was projects like "I've seen famous, expensive 3D program X do _________, and I don't think it can be done in A:M" but I'm open to any interpretation that suggests an interesting project will inform future use of A:M. Since I get to decide what I'm going to do, anyone can suggest anything!
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Roger, is it enough for him to fit through the hole or does he have to be exactly keyshaped when he does it?
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btw... if there's something you wish A:M could do but think it can't... you can nominate a topic in my "It can't be done" thread.
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the motion blur will definitely work better in multipass those are funny, Nancy!
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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.