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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Doug, In the Render settings you just turn "Plug in Shaders" ON, you don't set any particular shader. The two hair shaders only appear as options in the Surface Properties of a Hair Emitter and must be set there.
  2. I had never known what the Kajiya-Kay shader was for until I read that thread.
  3. A conversation with another A:M-er reminded me of this incident... About 30 years ago I answered an ad in the Dallas paper from a company looking for someone to do computer graphics. It wasn't much of a company. It was just a kid in his apartment. I showed him my AMIGA graphics. He said he was making "shareware" games. "How do you make money if you're giving it away?" I asked. "The game is free but then they pay for more levels," he said. He said he'd call me but that was the last I ever heard from... John Carmack.
  4. It has a lot of parameters that are tricky to set right. I used it on my Al Capone Head https://forums.hash.com/topic/40421-possible-human-head-tutorial-subject-al-capone/?do=findComment&comment=371829
  5. It's mentioned in this post... It's something you choose in Surface>Specual Render Shader
  6. Here's a sample PRJ that shows specular on hair in v19.0p hairtestForSpec03.zip This is the standard specular. Better looking specular can be had with the mu hair specular shader but that is another topic.
  7. Hi Doug, First make sure that the light that is in the position to cast a specular highlight has "Specularity" ON in its properties. Cool-looking head!
  8. That is very disorienting to see those jaggies
  9. Multiple takes in one upload DeepMotion gives you three free 10-sec uploads per month, but each upload counts as 10 seconds even if it is shorter than 10 seconds. Since running in front of the camera only took about 2 seconds, I edited four different takes together into one clip. DeepMotion mostly got it right and I'll be able to extract the one or two that I want to use... Notice there is no T-pose in my video. I'll re-use the constraints I made from one of my other clips.
  10. That was spam. I should have zapped it earlier.
  11. There may be a problem with the store. Let's ask @Jason Simonds
  12. I hope she doesn't spend too much time in the Sun!
  13. Probably September-ish...October-ish.
  14. You'll get at least a $25 store credit if you enter the Summer Mo Cap Challenge. V12 can read mocap files I recall.
  15. @J. BakerHere is the swf plugin from v14 unzip it, drop it in your HXT folder and see if it does anything SWF.zip
  16. Yes! Matt is recovering according to plan. So far, anyway!
  17. I'm am surprised to discover that it is still there! on the Chor. I don't have a way to test SWFs anymore. Browsers don't support Flash anymore. If it works for you, great... If it doesn't, you can run versions back to v15 with your current license and you might try those.
  18. Ideas for your mo-cap entry... A dance step 🕺 An exercise 💪 A sport 🏌️‍♂️ A household chore 🍜 Any outdoor task 🛠️ ??? 🤔 Don't let Summer run out without giving this mo-cap thing a try!
  19. She is done with that relationship!
  20. The animation works because Eugene is on bones that are Path-constrained to the middle of the long spline. Only the start- and endpoints of the spline are animated; the constraints keep the bones at wherever the middle happens to be. A description of the PRJ (attached above) I wrote up for a bug report...
  21. More Eugene on a spline controller... EugeneTest031.prj
  22. I used the Transfer_AW plugin to move the weighting of the spline-controlled lo-density tail to the higher-density Eugene model.
  23. That tut presents a work flow to arrive at efficient settings and makes the unwanted results less mysterious to solve.
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