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Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
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Everything posted by robcat2075

  1. I wonder what the Joan Collins puppet will look like.
  2. I can almost see a cleft chin in Rodney's drawing.
  3. Are both characters rigged the same?
  4. I know Nancy is on 32-bit, but I'm on 64. Mark, I'm not sure.
  5. UPDATE: as of July 25, 2016... the price keeps changing. Keep your eye open for deals. Amazon is offering all six "Golden" collections for $65 $48.49 24 DVDs Until midnight tonight only. For how long I don't know. Looney Tunes Golden Collections
  6. Here is a simple example GrowingGlow.prj The tut in TAoA:M where you make a marble material shows how to use combiners. Another possibility is to use a "Material Effector"
  7. I wonder why 50% is not the default. Can anyone contrive a case where 50% is bad?
  8. The spherical color combiner can be animated to change the size of its rings. you will need to turn on "show more than drivers" to see the material parameters in the chor.
  9. I'm also not clear on why you need to constrain one character in place of another. There's got to be a simpler way to get this done.
  10. I'm still not clear on what you are doing differently that makes it not work for you but still work for me.
  11. Take a deep breath... and let Mark help you.
  12. robcat2075

    Rooster

    I've done a few tests with simple moving objects and multipass and can't get the ghost image you had. Multipass seems to be choosing its frames correctly. Perhaps something else is going wrong with your render.
  13. robcat2075

    Rooster

    that looks like a simulation problem different than the choosing of the wrong passes to combine. That looks like something that must be solved by baking the dynamic constraint before rendering.
  14. It's like on "Bewitched" "But Abner... there WAS an ELEPHANT in Mrs. Stephens' back yard! I saw it with my own eyes! It was there five minutes ago..."
  15. Did you change the head control bone? I changed the animation in my video because the original motion was too small to make it obvious if the bones were following. But it does survive saving and reloading.
  16. As far as I can see the constraints are working when I load the PRJ. Here's what I see... RustysConstraints.mov
  17. I'm looking at this now. The empty, unnamed folder under the second character is concerning.
  18. So if I put those three letters in a post () the graphic will be inline with the rest of the sentence. Yes, it does work. It's a bit large...
  19. Happy Birthday to the guy who can solve the problems that leave me stumped!
  20. There is a tech talk... http://www.hash.com/forums/index.php?showtopic=26015
  21. A good book on the strategy of facial animation is Jason Osipa's "Stop Staring" although I don't think the current version covers A:M and the original version wasn't aware of several relevant features in A:M. He has varying levels of need-to-have Some minimums for the mouth would be open "ah" pose, then the sideways stretched "ee" pose, then the "oo" pose and maybe the slightly curled in "mm/b" pose. Then you might add raising and lowering the corners of the mouth for smile/frown. Note that smiles pull back more than up. You want to be able to raise and lower eyebrows and at various angles. You want to be raise an lower the upper and lower eyelids independently to follow eyes looking up or down. Real eyelids are not rigid shells that rotate up and down, they drape over the pupil and the part where the pupil is is pushed a bit wider. Nostril flares? Cheek puffs? maybe. My own preference is to rig most of the face features with bones. Things like jaws, lips and eyelids tend to move around a center point and bones lend themselves to doing that smoothly whereas poses tend to move in straight line fashion from key to key. I find cheeks maddening to do well, to keep the fleshy look as the lips move around. I resort to smart skin to augment the result of my boned lips and jaw.
  22. I see now that the Camera has an "ignore Fog" switch. I presume that will work on the default background color.
  23. Other possibilities are to render at a higher res and scrunch it in post (basically higher anti-aliasing)
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