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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. that was fun!
  2. The window with the red bar?
  3. There were a few single frames right before he steps on it that were confusing me.
  4. Here's their press release on it... http://www.theupsstore.com/about/media-roo...accessible.aspx
  5. I have exported small test objects at 4096. It does take a long time. If you can make a case that genuinely crashes that could be reported.
  6. Kathryn, I mistakenly edited your post instead of replying to it an I can't get back your original text. My reply should have looked like this... Does he step on it by accident or is he intentionally stepping on it?
  7. ideas -When the elf is opening the cave... that electrical bolt would be helped if it had some sound effect to go with it. -I wasn't sure if that first spear was found lying there or if it had just flown in. There's a few flash frames in there that make me not sure what the intended action is.
  8. I'm not sure what I'm looking for on these pictures. I f you could post a small screencam movie where you explain what's going on this woudl make more sense.
  9. A:M has Global Illumination but not point-based, if i understand what point-based is. In A:M you can specify one illumination model (with a map) for the whole scene but A:M doesn't a different illumination model for each pixel on the screen. Jason 1025 has a tut up here somewhere showing how to get good looking results with A:M GI A:M also has Radiosity that does figure illumination for each pixel. That is a very slow way to render. Most radiosity and GI effects can simulated quickly with conventional lights. http://www.hash.com/forums/index.php?showt...thout+radiosity http://www.hash.com/forums/index.php?showt...thout+radiosity
  10. Newspaper in 1943 "Tortoise Wins By a Hare" correctly predicts Hitler's suicide two years in advance...
  11. We must not be talking about the same thing. As I understand the request, it is an add-on to functionality that would diminish nothing else.
  12. I think the desire for a Camera to Birdseye button comes from the fact that navigating in Birdseye view is quite intuitive and we're all well-practiced at it. It should be possible to do since all views, Camera or otherwise, originate from a point in 3D space and have a specific direction in that space and a field of view angle.
  13. He looks surprisingly good in toon. Your lighting will probably be easier in toon and you could use painted backgrounds sometimes instead of modeled.
  14. If you press the \ (backslash key) in any view you can toggle between Perspective and Orthgonal styles. Perspective is a natural appearance where parallel lines will recede into the distance and objects appear smaller as they move farther away. Othogonal is a rather artificial representation with neither of those qualities. The "birdseye" view inherits whatever style you were in before you began birdseyeing around. If you Turn out of the camera view (a Perspective view normally) your birdseye view will remian in Perspective style. If you Turn out of one of the standard Left-Right-Side-Top-Bottom views (normally orthogonal style) the Birdseye view will stay in orthogonal style.
  15. Very cool, Mark! Great looking hair!
  16. Glad to have you.
  17. When the public beta for v18 comes out give this a try again and let us know.
  18. I'm late to the party but Happy Birthday, Rodger!
  19. A:M is not ready to go mouseless an keyboardless yet and I am doubtful it would run adequately on an android tablet anyway.
  20. Basically you need to both "Translate to" and "Orient Like" the hand bone to the axis of the ball for the duration of time the hand needs to be stuck to the ball. "Compensate Mode" should be ON to make the constraint leave the hand in place rather than snap exactly to the axis bone.
  21. She had to, daddy took her T-Bird away. Looks good, Matt.
  22. Does it HAVE to be 128? 256 won't work better?
  23. Welcome to the forum, Carol8! As noted above there is no automatic way to snap a camera to the birds eye view. I have asked for that feature in the past but it's probably a low priority If you look in the lower right corner of the A:M interface there are some numbers that describe the position and rotation of the real time view and if you click on those numbers you get a window that lets you input specific values. However, i haven't quite figured how to translate those numbers to camera coordinates to move a camera to a birdseye view point. Perhaps you will!
  24. Lloyd, I'm afraid I haven't kept up with forum events for while. If you can fill me in on who has been winning this contest, the prizes I offered are still available.
  25. Here's a more significant film-making problem... the "screen direction" is getting flipped from one shot to the next. The master shots are from one side of the table.... But the close-ups are from the other side... If the master shot were from the other side, it would match the viewpoint off the close-ups.... Alternately, you could change the view point for the close-ups to match the original master shot view. This is also known as the 180° rule. It is very important in keeping the cutting of the shots seamless to the viewer. In live action movies they will actually flip the film if they don't notice this until after shooting is done, but in animation it's easy to fix.
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