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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Something I just noticed... in several of those demos there's a "before" and "after" version where the before looks like a sea of ping pong balls and the after is the same motion but looking more like fluid. I'm not sure what changes between the two.
  2. Here's what I'm not sure of.... Newton is a Physics engine, it calculates the position and motion of objects modeled in A:M and A:M does all the work of rendering the images after that. Is Phsx just like a faster Newton? Then we need a more robust fluid simulator for it to work with.
  3. I'm never sure how much is Phsx calculating the positions of things (very fast) and how much is the renderer taking that and creating the look of those things. You still need a fluid simulator to give Phsx something to work with, right?
  4. There was a time when Mac render times were many times longer than PC. Not just a little slower but WAY slower. Now it seems they are pretty much similar.
  5. Isn't that nice! Steffen did the optimizing that makes that work.
  6. They look great! Tell the girl in the red dress she's behind.
  7. I like the flat look you are getting on those buildings.
  8. It's very cool that A:M materials can survive that sort of thing.
  9. On to Plan B! My offer to do a piece of animation for TAR is still good if you should decide you want such a thing.
  10. On the hip tilt...the hip tilt switches after the weight has landed on the foot.
  11. convincing toon look is a tough job. I would surface the character to be very flatter shaded and have more obvious toon lines and animate it at 12 fps whenever possible. I would not do a lot of polished CG moving holds and eases. To keep a ring from squishing you will need to have it on its own bone or smartskin it to correct the squish. I'd also make the limbs thicker. Even "rubber-hose" style arms and legs weren't that thin. There should be some area for the color inside the toon lines.
  12. On S12, it is possible to do a long "hang-time" at the top of the jump but he can't really hang there, it's a matter of slowly passing thru that peak rather than stopping at it.
  13. You should have Backup not checked if you don't want those automatic copies.
  14. After you save a PRJ from A:M you suddenly have a bunch of new folders that weren't there before?
  15. I'm probably not going to make it.
  16. There's just too much stuff on that screen capture for me to know what I'm needing to look at.
  17. I know when we did TWO we had images in folder all over the place and they seemed to get found successfully when we loaded our chors
  18. One of the Soul Cage guys. Happy birthday and keep up the good work!
  19. s'OK!
  20. yw
  21. You want the light to have a pattern or other arbitrary shape to it? You can paint the shape on a (typically) square bitmap in a paint program and drop it on a klieg light. I believe black is opaque and white is transparent and you can blur your shape in the paint program for fuzzy edges if you want them. Note that the light will only use the circular area that can fit inside the square.
  22. I'm not sure what I'm looking at in that screen shot. AFAIK, a PRJ is a PRJ in any version. PRJs can have things embedded in them or they can reference files that are not embedded and saved elsewhere.
  23. I can't tell exactly but maybe you left some five-point areas when you deleted a spline. The other splines would still be there but not fill in. If there's something there you don't want, you can still select it and delete it.
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