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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. There's something odd about the shadowing on his chin... it makes it look like his jaw is going down while his mouth goes up.
  2. I've never seen "The Ducksters" before. One of the lesser entries, I must say.
  3. Th image sequence will work but you need to explicitly import it to be that. onthe images folder>Import>Animation or Image Sequence Once it's there you can make it take the place of your already applied decal by dragging it from the images folder down to your model>Decals folder then dropping it on the Images folder and deleting the image that was there before.
  4. That would do it. If you have another situation like that in the future, I'll note that it is possible to Bake a Material on a model to convert it to decal, That would likely speed things up.
  5. I'm surprised the texture is a time problem in toon rendering. Maybe there's an unnecessary light situation? Oh well. looks like you got the scene together! Do you know what is causing the flickering on the witches face in the first shot?
  6. Basically , you need enough splines on one side to match the other side.... hingeV2_11c.prj Bridging_a_gap.mov
  7. Somewhere in all this is the issue of "gatekeepers", the entrenched media forces that decide if they want to put their weight behind you.
  8. In A:M the efficient way is also the easy way and the best way! This is a fine demonstration of that.
  9. Excellent work, Mark!
  10. A:M doesn't write "spline" into each new keyframe, it writes "default" and the default for "default" is "spline". When you do the workflow I described above you're telling A:M to interpret that "default" as your preferred interpolation, in your case "hold". This is different than hard-coding a specific interpolation into each new keyframe by default and it gives the animator more power for working with the animation down the line. You still have the option of hard coding any keyframes you want by selecting them and setting them. (this is how you were setting keyframe interpolation before). These keyframres will not be changed by any future change to the curve's default. these are not addressing your needs, these are addressing the needs of other animators who want to work in a different fashion than you or will work in different fashions for different projects or will need to trade projects with other animators who work in different fashions. Here's what I'd say ,Tore... you've been doing animation with A:M and getting it done by setting each keyframe "hold" interpolation manually, right? Now, I've shown you how to do it so all the keyframes you make will be "hold", even the ones you haven't made yet, and you don't have to set them each manually. You wanted new keyframes to be "hold" without having to select them later and set them manually. Now you can do that. It's just one thing you do at the start of your scene. I can't see this is a burden when it is reasonably quick to do and doesn't need to be done very often. It is NOT as fast as something you set once globally but it is still quick and it is also less limiting for everyone who works differently. A global default is not useful for everyone, particularly people who want different defaults for different bones. It is not impossible to make that work, but... Right now "spline" is the default default and that is true for every A:M that anyone has installed. That helps to make animation we trade with other users behave the same for all of them. If someone wants a different default in their work, they can set it as I have shown and that choice will be explicitly saved with their work and work in exactly the same manner on someone else's computer when they load that animation file. If your default default was "hold" and set at the global level and mine is "spline" set at the global level and neither choice is saved as part of the animation, what happens when we trade animation files that have "default" noted at each keyframe? In the current system A:M knows the default default is "spline" unless the animator has explicitly changed it in the animation file. In the current system i can set different defaults for different curves if I want and that would be preserved correctly if I traded files with someone. Yes, it is a choice you need to make at the start of each animation, but that is a small step that preserves flexibility for everyone. It is a middle ground that is a way to reasonably accommodate all the different ways that animators like to work and not make any way extraordinarily awkward either.
  11. Screenwriter William Goldman famously said "No one knows anything."
  12. I'll also note that if it is tedious to CTRL-select all the relevant bones in a character at the start of every animation, you can make a draggable pose for that character that forces those keyframes. Do that once and drag it onto the character every time you start a new animation. http://www.hash.com/forums/index.php?showt...mp;hl=draggable
  13. Welcome to the A:M forum, Mr. Bump!
  14. It's not more cumbersome with more bones because you're going to make a first keyframe anyway on what ever number of bones you have ... whether you can set a default before hand or not. It's something you are going to do anyway so it's not extra work that is created by this workflow for setting the default interpolation. You have to touch each of those bones eventually or you couldn't animate them. This workflow isn't forcing you to work with any bone that you wren't going to work with anyway. CTRL-select the bones at the start, Force keyframe, set the Interpolation. It's done. Even if I could set the default beforehand, I'm still going to do those first two steps... CTRL-select the bones at the start, Force keyframe, ...because I need to establish the channels for those bones so the Force Keyframe button will be able to work on them later. The normal operation of the Force Keyframe button is to only create keyframes in channels that already exist. The difference is only whether we set the interpolation before we make the first keyframe or after. It's true you need to do this procedure for every chor you start but it only takes a minute to do and we don't start new chors ever minute. With this system you are not required to have the default the same across the whole scene. i can make my character default to "Hold" but a spinning top in the scene can default to "spline" if that is the best way for me to do my scene. This system also lets me have different defaults working in different chors and they won't be overridden by a global setting I might change tomorrow or that someone I send a chor to might have set differently. Also, i can progressively change the default on specific curves as I refine the animation. I don't have to change the whole character from Hold to Spline all together. This A:M system is a powerful implementation that lets you have any defaults you want across any scope of the scene, even different defaults for different bones within the same scene. It IS more involved than a single global setting, but just slightly more involved at the start and has the potential to save work time later.
  15. Can you show this happening? I'm not sure what you mean.
  16. I'm pasting this again for emphasis... After you have done that one thing, it's automatic. You don't need to keep selecting keys and changing their interpolation. All the new keys you make will get the new interpolation automatically.
  17. That's a real good effort on the head. Those legs look like they have way more spline rings that you would need for those shapes and more than you would want when you set out to rig them.
  18. Can you tell us a bit about what you are doing to overclock it? Hardware? Software?
  19. that's a good monster cloud!
  20. You're overclocking that, right?
  21. This is an interesting technique. The camera is "following" Daffy as he runs to the left but the background isn't just moved to the right, it's slanted to the right also. (from "Drip-Along Daffy")
  22. My own thumbnail spec for overclocking is that it has to be fairly plug and play in implementation. The intel quad core Q6600 I have now can be overclocked from 2.4 to 3.0 GHz with just an app from the desktop and still uses standard fan. That's easy enough for almost any user to do. Do i need to bolt on a different cooler? OK I can manage that, but maybe not most users. Still, I'd consider it but needing to do a lot of experimentation with voltages and other parameters... then it's getting a little bit less likely for me because I don't really know how all that interacts
  23. I'll also note that 3Dpaint still works great with A:M. It can load and paint on any saved model, you don't have to use the plugin to switch directly from A:M to 3DPaint.
  24. I think what you want is an edge gradient effect, a bit like the "fake rimlight" material we sometimes use. Delete all your other texturing and try dropping this on the model Semi_Xray.mat
  25. I've only used baked surface to export models to p3d which also requires square bitmaps. I found scaling the map in Photoshop to square worked fine.
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