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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. I think that's an OpenGL problem. Merry Christmas, John!
  2. 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)
  3. 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.
  4. 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.
  5. "software render"? Try Help>Reset Settings
  6. He wobbles but he doesn't fall down.
  7. Save the Project and chor that does that and remind me later to remind you have us take a look at that.
  8. And that will happen again if you do it again in netrender?
  9. robcat2075

    Walk cycles?

    My video on walk cycles and the path constraint... http://www.hash.com/forums/index.php?s=&am...st&p=368233
  10. 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.
  11. robcat2075

    Walk cycles?

    (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.
  12. We should investigate why that happened. It is EXTREMELY unusual for Netrender to produce a different result than A:M
  13. Cool-looking beard! That reminds me of a cassette tape i pulled out of the dash a long time ago.
  14. And, of course, you will not use any motion blur.
  15. That looks very jolly! Thanks!
  16. 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.
  17. 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.
  18. I didn't digest the entire "hungry renderer" description, but it sounds like hyperthreading as explained by Yves is a way to keep the CPU always working on something.
  19. You might try a reset all settings in A:M then relaunch Netrender. Is that the latest v17d?
  20. -Z-buffered Kleig light shadows may render faster than Ray-traced Kleig light shadows -Sun light shadows are ray-traced only but a distant Kleig light will look similar. -Turning "Cast shadows" OFF on hair will render faster. -Complex material can be baked into a bitmap for faster rendering. -Fewer lights render faster than more lights (mostly true with ray traced lights) -Regular render has anti-aliasing equivalent to 16 pass render, but is much faster.
  21. they ought to be there but you could save a render Preset from the A:M render panel and use that in Netrender.
  22. I looked at the last sample clip. Is it all like that? If you have any ray traced lights change them to z-buffered. If there are complex Materials on the models baking them might help.
  23. Hard to know without seeing it. I could look at it if you want but you'd have to zip up EVERY asset it needs.
  24. to bake hair right click in the chor window and choose "bake particles". the baking files will be written where ever the PRJ was saved. However your cloth hair looks promising too.
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