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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. I'm impressed with your result! I wish i knew more about the workflow for putting all that together.
  2. He looks good in AO! Here are some body mechanics ideas/notes
  3. Also, if you animate the emission rate to vary a bit that will make the output look more random.
  4. Gerry, If you add a slight Force that scene it will make the flakes flutter more.
  5. There probably is. I would paw through that thread for the lite face rig to see if one is referred to.
  6. I guess I'm not sure what you rendered to get this or what the desired result is. What do you want to do with this image that needs an alpha channel? The alpha channel i see in this image has two white bands at the side and a large dark grey (51,51,51) area in the middle.
  7. I'm surprised the game engine hasn't been updated to accommodate the more recent Direct X.
  8. Post one of the TGAs that you regard as bad.
  9. I'm not aware of a video for that. The PDF format may be it. We could point a camera at the PDF...
  10. Streaks have to be moving to have visible length so streaks won't work. That's my usual suggestion for snow Tiny bits of cloth might settle like snow, or even not-so-tiny bits that have a visible snowflake shape. Something like my money drop animation with stiffer cloth. Sprites will be easier to shoot, but will not lay flat when they land.
  11. it visibly accumulates?
  12. Hey, that looks real good. I found I did have to install directx9 as you predicted. I'm surprised that stuff isn't more compatible. But the game looks good!
  13. I look at the shape of the curve, delete the CP i don't want, then reshape what's left to look like what was there before. You only do this on one curve at a time. But unless a CP is the cause of some problem I just leave it.
  14. in the Chor window and Choose "Bake All Actions" with a "tolerance" of 0 This will keyframe all the curves on every frame. Manually keyframing is not ideal because every time you add a CP to a curve it slightly alters the rest of the curve just like in the modeler. Bake all Actions preserves the original shape of the curves. Howeve the reverse is true, when you delete a CP that also changes the shape of the curve. If you goal is to eliminate keyframes (why?) I'd say it's better to thin out your original animation and just be careful with what you do.
  15. It's probably on a their server somewhere but the Wayback machine has the old one : http://web.archive.org/web/20070113212322/...te/tutorial.htm
  16. "Bump legacy" is what "bump" was before displacement mapping was introduced. Current "bump" is the same shading strategy that displacement mapping uses to shade its surfaces.
  17. you can choose to run Chrome in "incognito" mode at the start of your session and everything it accumulates will be discarded when you close it.
  18. For the Flash videos you MIGHT try a different browser (if there are such things for Mac). You'll probably need to reinstall the Flash plugin again when the different browser looks for it. The Ensharpen codec will be for Quicktime videos.
  19. Hey, pretty good! You got the 8-bit thing going.
  20. I've started an AMReport: [bug]6246[/bug] Baked Bump Maps do not shade properly
  21. If you ever have time to summarize/organize this into an article or tutorial that would be a fine thing to do.
  22. I recommend you make up a simple test case that clearly shows the problem and submit that to AMreports. Bump mapping seems to work great , but not with baked maps.
  23. The problem with those gifs is it all flickers by so fast we can't really study it.
  24. I'm sure Rodney meant "frames per second"
  25. -possibly you have "step" set to something other than 1 -possibly you don't have the Range set to what you thought you did?
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