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Everything posted by robcat2075
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Welcome to A:M! It's Y2K ready!
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I'll be curious to see how you place the shadow people.
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If it was good in 2003 it is good now. The interface has stayed put. Offhand I can't think of any of the new features that would obsolete what is taught in videos from that time. Sometimes someone thinks of a more clever way to do something Which videos are you watching? "The Art of Animation:Master" tutorials? One change I can think of is that the "Compensate Mode" button turns itself on by default when you create a constraint. That does affect one tut that presumes it will be off by default. That's the only one that has come up in my recollection. If you get stuck, ask!
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I think that's great that Grandma saved it!
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Hash mdd export rendered in cycles(blender)
robcat2075 replied to JohnArtbox's topic in Animation:Master
The OBJ exporter has options for more than 4 polys. Is there a reason to not use more, other than file size? -
Hash mdd export rendered in cycles(blender)
robcat2075 replied to JohnArtbox's topic in Animation:Master
If you could make a button to press in A:M that would export something that would render that same in this GPU renderer as it looked in A:M that would be a very useful thing. But it looks like you will have to know quite a bit about lighting and texturing in Blender to re-create what ever look you had in A:M. -
Hash mdd export rendered in cycles(blender)
robcat2075 replied to JohnArtbox's topic in Animation:Master
Did you export the chor as a single model or were the blocks and the character separate OBJs? How much does the GPU result look like the A:M render? -
quick model for person who wanted
robcat2075 replied to johnl3d's topic in Tinkering Gnome's Workshop
perfect likeness! -
Is it possible to generate a hight map from objects?
robcat2075 replied to pixelplucker's topic in Animation:Master
You can use an extremely long focal length camera which will look almost the same, but for my depth mapping purposes i found the gradient material pretty much got me what i wanted with an orthogonal camera. -
Is it possible to generate a hight map from objects?
robcat2075 replied to pixelplucker's topic in Animation:Master
Last I tried, Fog and orthogonal views don't work together. -
I forgot... i also raised the middle of the jump up. You can see the bottom of the frame move up briefly to simulate that.
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the BIG thing... it's too slow. I retimed it a bit in Aftereffects; something like this would feel more natural: JobeJumpRetimed.mov
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Is it possible to generate a hight map from objects?
robcat2075 replied to pixelplucker's topic in Animation:Master
Possibly, but note that depth map details are typically very subtle shades of gray. I do know that OpenEXR depth buffer do work correctly and my gradient material technique also works, having used it in the past to make displacement maps.. I'd have to see your non-working example to know more. -
Is it possible to generate a hight map from objects?
robcat2075 replied to pixelplucker's topic in Animation:Master
You mean A:M objects, right? One way is to take the depth buffer that A:M can render in OpenEXR format and scale/clip that in a paint program to extract teh range you need for your object inthe scene. You can also do that in A:M http://www.hash.com/forums/index.php?showt...p;hl=extracting If the objects you want to convert to grayscale map are all in one model you could apply a white to black gradient material on them and render that inthe model window. -
A few things about walking.... - we almost always have the toes pointed out when we stand or walk. The straight-forward-feet looks very Frankenstein-ish. (I noticed Daniel Day Lewis was dong something like that for "Lincoln" ) - our feet tend to land much closer to a center line than we imagine. On men the heels will just barely be missing each other as they pass and sexy women will do a catwalk where the feet may even be crossing in front of each other. There are some very wide, stiff people who have to lurch from side to side to crane their legs around but it's a very awkward look. - the slower the walk, the longer both feet are touching the ground. The rear foot will still be pushing off with the toe on the ground after the front foot has landed on the heel.
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I would honestly have to watch you do it. One of the things you have described doesn't belong and I'm not sure which one it is without seeing what you are looking at. Either the Chor window is open or it is not. If you don't have the "Workbook" on you should turn it on that makes it easier to bring back background windows.
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in the chor window>>View>Camera1 In Tools>Customize you can also turn on the tool panel that has view buttons on it.
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Press 1 in the number pad to get the camera view back
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You mean you deleted a camera from the chor? you can drag a camera in the Objects folder into a Chor to add it back. If you mean you just closed the chor you can double click on the chor to reopen it.
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how about a bit more of a V-torso to match the large arms?
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The old legs were a bit on the thin side.
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I though of an experimental way to coordinate time in the air and height of jump. Suppose you want him in the air for 12 frames. Get out a video camera, a camera phone will do, and shoot yourself dropping a ball from various heights and count frames until you find one that takes half that time to reach the ground. The time to jump up is always the same as the time to fall back down, so whatever height it took a ball to fall in 6 frames will be the height Thom needs to rise to in the middle to be in the air for 12 frames.
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Hold on ... I think it's an update problem, for me anyway. Try this. Make the constraint with no offsets and "Translate Only" OFF. After you choose the Aim Target Bone, something goes wrong and some offsets are created. Set all the Translate and rotation offsets in the Constraint Properties to 0 then set X rotation offset to -90 that makes it work as advertised in v17
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Good news and bad news.... I got it to mostly work... in v13 My test in v15 and v17 looks like it's at least partly broken. I'll look at this some more. It's definitely not working properly in v17 for me.
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b was better. The essential problem i see is that he's barely jumping up at all. There's no way he could stay in the air that long with having achieved that little altitude.