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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. I dimly recall encountering this. i don't think they get baked. Sounds like AMReport material.
  2. Now with a somewhat more organic attachment of the arms.
  3. The typical way to animate a scene where people walk around and do stuff is to animate each step just like it was anything else that needs to be done. If the shot could be broken up with some reaction shots so we don't have to see teh guy walking around continuously the animation could probably be simplified quite a bit.
  4. If you are absolutely determined to use a walk cycle, you could set up all the walking on a path first, then bake that, then shift some of the keyframes later to make a space for doing your non-walk-cycle animation (which will need to lead into where the walk picks up again)
  5. Are they saying anything?
  6. Starting a character...
  7. Attempt with my Al Capone head
  8. If you can document a set of specific steps that cause the problem and are not the steps that caused in my problem, i coudl try that in v17 to see if thre is some variation of the problem that still exists. But the work-around that I quoted from Steffen should work for you?
  9. A shot like this would be perfect: (this is not A:M, this is not even CG)
  10. It has been seen before, that is an old bug in v15. Here's some discussion... http://www.hash.com/forums/index.php?showt...=Bone++Position However the cause was not what I thought it was...
  11. The "threads" option was removed after v14. You can turn OpenMP On or OFF in the options but OpenMP is only implemented on a few non-rendering processes. FWIW I recently tested V14 on my 4 core machine and found that a render in v14 with threads set to 4 took slightly more time than a (single core) render in v17. So A:M has gotten faster even without multi-threading.
  12. That can't be. When I play a QuickTime from here it plays in the QuickTime player.
  13. Looks super, Roger!
  14. For me Direct X was always slower than OpenGL but for people for whom OpenGl didnt' work well, it's there. 64-bit A:M has no DirectX option, it's all OpenGL. that option is gone in current versions. It caused crazy stuff in final renders. Use it at your peril!
  15. You might look around the web for people specifically working with those Intel laptop graphics chips but I'm not hopeful there. They are a bit of an outlier. Have you tried switching to DirectX from OpenGL in the Options panel? Also, sometimes you can force a redraw by slightly dragging the edge of the view window.
  16. I forget what the "stuff" does. you could try it and let us know.
  17. Coming up with characters is my weakest point, i admire that. Were you the mole ?
  18. I hope I can steal some of those.
  19. I do find that slightly confusing, but... menu-delete will delete the PWS Group (not the CPs) that is selected, while keyboard-delete will delete selected CPs (not the Group)
  20. Can anyone else do a shaded render to an image sequence in v17? I'm always getting "Failed InitboundRender Info"
  21. Can anyone point me to a great toon render of an anime character? There must be some here but when I look in past contest winner pages only html code shows up.
  22. I recall that the FastAO is intended to require multipass. However... since you can get a depth buffer in OpenEXR in standard render(?) you ought to be able to add it in a AMComposite, i think.
  23. If you look in the screencam tuts link in my signature you'll find a video on "Keyframing basics" that should be of help to you if you are not yet familiar with CG animation workflow.
  24. All updates are full installers, they don't try patch something you have installed already. Try AM2007.exe Run it, install it, then see if what it installs will run with your CD.
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