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Everything posted by robcat2075
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I'm not sure if here's a formula. Big enough that one pixel on the decal will not be larger than one pixel on the screen. In my punch Puppet example I'm putting a cylindrical map around it rather than pre-flattening the model. I think that's easier. But I do that in a pose where i can squish some CPs around first to expose things like the inside of the lips and the back of the ears and make them all face "out" so that the Cylindrical projection is not landing on any overlapping geometry. It's not obvious in my screencap pics but it's visible. I have a brief video that talks about the cylindrical mapping part http://www.hash.com/forums/index.php?s=&am...st&p=356734
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Modeler of the Wookie in the "It's Getting Hairy" tutorial, i believe. Happy Birthday!
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If you ever do have such trouble with displacement, a work-around is to render at 3X the res and resize that down.
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Yay! You'll clean up with that one!
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The advantage of my workflow for you is that 3Dpaint is only needed briefly at the beginning. After that, 2D paint you probably have on any computer.
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Technically, the mo-cap BVH format would be a way to bring bone motion back into A:M Some people have used the MDD point cloud format to move animation between A:M and elsewhere but I have no idea how that works. The part I bolded sounds like a needless complication, unless you totally LOVE the other 3D paint program you are going to. What i like to do is wrap my model with a blank image map, then take the model to 3DPaint to sketch in the major landmarks. Then I take the bit map with those major placement clues to a 2D paint program to do the careful detail work. My model stays A:M, no conversion hassle. I did my Al Capone head that way.
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While trying to come up with good tutorial examples...A cork material. Two really... one to make the color and another to depress the black spots like the little divots in cork. Material06b_Flaskand_Cork.prj
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animator suggestion.... have him lean slightly in the direction of the hand he is resting on and make that arm's shoulder a bit higher to show the weight of his body leaning on that arm. Lower the other shoulder to continue the slope to the other side. It might raise a bit as he lifts his cup to his mouth.
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Don't worry, "Rear Window" has not disappeared! Paul has become quite busy lately and so have I so I don't anticipate this beginning to be edited until at least January. But it will get done, just like "BUS STOP" took a while, but got done none-the-less. So if you got a segment submitted, be patient and keep it under your hat. If you started something but didn't finish, now's your chance to finish! If you were curious but never quite got started... get started! Even a brief segment of a few seconds will be welcome. Have no clue what "Rear Window" is even about? Well, get clued in here!
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Fun Fact: - from the always reliable Wikipedia (although that particular part was flagged for "citation needed")
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I like that Matt. The story of how you got this away from the Maya guys would be a cool segment for that Hash Fellow Project.
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A quick experiment for a tutorial i'm working on about "Texturing". A simple mesh made to look like an old fashioned barrel with just materials, no bitmap decals... How did these things not leak? I would think the quickest way to not have any rum would be to put it in a barrel made of wooden boards.
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I think everything that is currently known for A:M is now included, unless someone has written something custom and is keeping it under their pillow.
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there is a "Mirror All Smartskin" built into A:M already... in the Model window. I recall it behaving oddly several years ago but I think it is fixed now.
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I think Steffen Gross' flipper will not only flip your fan bones but mirror the constraints and CP weighting. I've tended to use that instead of the TSMFlipper
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A still panorama, that is many times wider than it is tall? Apply it to a similarly proportioned flat or arc shaped model and put that as a backdrop in your scene. If it is a moving camera video, there is software that can track the video and convert that into matching camera movement. There is at least one that can work with A:M. Is it "Syntheyes"? I forget the name but people have shown work with it here. Backdrops work well in A:M if planned properly. A:M images with alpha channels work well in compositing apps Most video editing apps will do some compositing. A:M can do some compositing in the chor. A:M can also do more advanced compositing in "composite Projects". Look for the tech talk on "A:M Composite" for some intro on that.
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The drapes work great! I have a suggestion for the flying projector,I presume it's on a Path... you can key frame its rotation at various points on the path so that it appears to "bank" into turns for a more satisfying motion.
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That sounds like a cool project. Keep us posted. If you ever upgrade, I'll note that "Compensate Mode" goes on by default now after you choose a constraint. And v17 also has an STL exporter.
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This would all be simpler if it were one model, but you can make constraint in a choreography or... you could make an Action for one model (the base) and import the others as action objects and do constraints in the Action. A "Translate to" constraint would attache the elbow to the rotor. Turn on Compensate mode after you pick the constraint but before you pick the target to keep the elbow from snapping to the center of the rotor. A "Orient like" constraint will make it turn as the rotor turns.
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I'm a bit confused... is this all one model or several models? True "model bones" are black so I'm guessing those purple bones are something you added?
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Smooth does an averaging of the surface, probably not ideal for a character. You can find info for all the Steffen Gross plugins at http://www.sgross.com/plugins/index.html I like to use bias adjustment to smooth bumps. Here's an example... SmoothingWithBias_h400.mov
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I like those! Especially the Santa!
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I like the model. The color scheme needs some adjustment, his moustache and beard and hair(?) are all so similar I can't tell where they stop and start. Or maybe it's the lighting that woudl fix that.
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Herzlichen Glückwunsch!
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It's nice you are alive.