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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Small crowd but good Q&A thanks for flagging that Rodney!
  2. I suspect that hardware change will require a reissue of the license. That is the correct email address. be patient. In the meantime you might plug the old hard drive back in.
  3. It's easier to find the right answer when the problem is clearly stated. When you put any decal on a model surface the appearance of te decal will be darkened by the normal shading of the model and lights. Set the model to 100% ambient and all shading disappears.
  4. Robert Exactly so. In that case you can do this without resorting to compositing or alpha channels. Put the 2D image of a tree on a flat patch, make the flat patch 100% ambient, and put it outside the window.
  5. That is very cool!
  6. What you imported back into A:M is an OBJ with triangles? I'm surprised that works! Or are you still using the original A:M spline model with the new maps from 3D coat?
  7. So what you are wanting to do is render your 3D room with an open window and composite a 2D image of trees behind that, so they can be seen through the window? Does that describe what you are trying to do?
  8. I don't think you've really explained what you are trying to do. Without that, it's hard to solve your problem. I've done a lot of compositing. It isn't hard. But i don't know what you are trying to do. I believe some fundamental misunderstanding is at work here.
  9. Lovely! But no color... ever? How about if the snow brought the color back?
  10. Hey, I didn't catch that, that's turning out well! I'm glad you're getting your problems solved!
  11. I'm impressed with your result! I wish i knew more about the workflow for putting all that together.
  12. He looks good in AO! Here are some body mechanics ideas/notes
  13. Also, if you animate the emission rate to vary a bit that will make the output look more random.
  14. Gerry, If you add a slight Force that scene it will make the flakes flutter more.
  15. There probably is. I would paw through that thread for the lite face rig to see if one is referred to.
  16. 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.
  17. I'm surprised the game engine hasn't been updated to accommodate the more recent Direct X.
  18. Post one of the TGAs that you regard as bad.
  19. I'm not aware of a video for that. The PDF format may be it. We could point a camera at the PDF...
  20. 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.
  21. it visibly accumulates?
  22. 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!
  23. 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.
  24. 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.
  25. 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
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