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Everything posted by robcat2075
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Sneek peek of My Steampunkish WIP
robcat2075 replied to detbear's topic in Work In Progress / Sweatbox
She's gonna put someone's eye out with those things! Looks cool! -
A:M has a format for importing/exporting camera data. For what it's worth, it seems to work like this... It is a text file that appears like this 30 16 1 1 2 3 0 0 0 0 0 0 3.72529e-009 1 12 -0 100 0 0 2 1 2 3 0 0 0 0 0 -1.11022e-016 3.72529e-009 1 12 8.33262 100 0 0 3 1 2 3 0 0 0 0 0 -1.66533e-016 3.72529e-009 1 12 17.0863 100 0 0 4 1 2 3 0 0 0 0 0 -2.77556e-016 3.72529e-009 1 12 26.1848 100 0 0 5 1 2 3 0 0 0 0 0 -2.22045e-016 3.72529e-009 1 12 35.5286 100 0 0 6 1 2 3 0 0 0 0 0 -2.22045e-016 3.72529e-009 1 12 45 100 0 0 7 1 2 3 0 0 0 0 0 -1.11022e-016 3.72529e-009 1 12 54.4714 100 0 0 8 1 2 3 0 0 0 0 0 0 3.72529e-009 1 12 63.8152 100 0 0 9 1 2 3 0 0 0 0 0 -1.11022e-016 3.72529e-009 1 12 72.9137 100 0 0 10 1 2 3 0 0 0 0 0 1.11022e-016 3.72529e-009 1 12 81.6674 100 0 0 ... A Spreadsheet program like OpenOffice can interpret the spaces as separators and create something formatted like this (Click to enlarge) First row: number of frames, number of columns The rows after that seem to contain the data columns like this: A- frame number B- X Translation in cm C- Y Translation D- Z Translation E-I- unknown J- X Aim K- Y Aim L- Z Aim M- Focal distance in cm N- Z rotation degrees (rotation on barrel axis) O- Focal length P-Q- unknown The "Aim" data seems not to be actual angles but XYZ coordinates in space measured from the camera axis that the camera is pointed at. I imagine with some trigonometry that result could be converted by the spreadsheet into any angle format that some other camera system might need. Likewise, a spreadsheet could reformat this data into any order needed by another program. If you have some other app that can understand a text format for camera data, this A:M .RAW format looks like a starting point for that.
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The "Frame" parameter is made for what you want to do. Drag select the keyframes. Then >Curve>Post-Extrapolation Method>Repeat
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Is it not for "Rear Window"? If it's done with Rear Window set, we'd really like to make it part of Rear Window rather than debut it separately.
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Don't upload your segment to the forum yet, we'll collect them somehow.
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I guess forces are not quite like wind. they are just "there" and not really moving from point a to point b. But on a real ship except for the brief period of unfurling the sail they are blown so tight that they don't move a lot, do they?
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60K... 80K... 100K views for my Heavy Push!
robcat2075 replied to robcat2075's topic in Animation:Master
I recall i did get an "A" on it. He said it looked very, very heavy. There are lots of details I'd fix today but this was only a second quarter assignment so if it looked heavy at all that was probably judged a success. -
I think that's an OpenGL problem. Merry Christmas, John!
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60K... 80K... 100K views for my Heavy Push!
robcat2075 replied to robcat2075's topic in Animation:Master
That was a school assignment, i think we spent two or three weeks on that and I think I spent most of the hours of every day fine tuning that. (The render time was insignificant) -
Do Show more than drivers in the chor and set keyframes for Decals>Images>Image>Timing>Frame After you get one cycle keyframed you can make it repeat indefinitely with PostExtrapolation.
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60K... 80K... 100K views for my Heavy Push!
robcat2075 replied to robcat2075's topic in Animation:Master
Now 80,000 pushed -
Take a look at this white dot tracking the hips. (The hips are not exactly the center gravity like the center of a bouncing ball is, but they are typically not far from it and easy to follow) Compare their path to the dots tracking my hips in the video of the one-legged hop (linked to earlier), especially regarding the start, where I begin from a standstill, and the end where I finish at a standstill, much like what you are trying to do here.
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"software render"? Try Help>Reset Settings
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oops have maybe render as line issue
robcat2075 replied to johnl3d's topic in Tinkering Gnome's Workshop
He wobbles but he doesn't fall down. -
Save the Project and chor that does that and remind me later to remind you have us take a look at that.
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And that will happen again if you do it again in netrender?
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My video on walk cycles and the path constraint... http://www.hash.com/forums/index.php?s=&am...st&p=368233
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Getting that old "Sinbad" stop motion look in 3d animation
robcat2075 replied to Kamikaze's topic in A:M Rendering
There was a stretch in the 80's where VFX animators were doing something called "go-motion" where they would use wires or rods attached to the puppet to move it to get motion blur as each camera frame was clicked off. "Jurassic Park" was originally going to be a go-motion production, but CG animation ended all that. -
(If I'm understanding your description) You need to extend the time taken to cover the path. Best way is to set the "ease" property in the path constraint. Set 0% at 0:00 and set 100% at some time you feel it would be appropriate to have covered that path.
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We should investigate why that happened. It is EXTREMELY unusual for Netrender to produce a different result than A:M
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Cool-looking beard! That reminds me of a cassette tape i pulled out of the dash a long time ago.
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Getting that old "Sinbad" stop motion look in 3d animation
robcat2075 replied to Kamikaze's topic in A:M Rendering
And, of course, you will not use any motion blur. -
That looks very jolly! Thanks!
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Getting that old "Sinbad" stop motion look in 3d animation
robcat2075 replied to Kamikaze's topic in A:M Rendering
We had another thread here a bit ago where we were thinking about that http://www.hash.com/forums/index.php?showt...9&hl=jitter in brief... a bit of random motion (see my post#9) and animating at 12fps to make the strobing obvious. -
Here's the essential problem... ...you can't know that new instructions are asking you to render something that has been already rendered until you have actually done them and compare the new to the old. That's the way I interpret it.