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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. The problem was that the motion per frame became greater with greater FPS settings. Setting the FPS slower does get slower particle motion per frame but other aspects of the particle motion are skewed by this too. Getting it right won't be as simple as I thought. You can experiment with it... Vortex02_slower.prj
  2. Pretty danged cool, Rob. Did you try 'upping' your project FPS to some ridiculous amount, like 400 ? For some reason that made them go faster
  3. I tried some streaks in a Vortex and negative Fan but it's hard to get the particles to move slowly... Vortex.mov
  4. As an experiment, try setting your chor length to some short length like 1 second and try baking again and see what you get.
  5. Yes it is available. "Negative" is done with the "Tint" post effect. You can key the two colors of the tint effect to change its effect over time, OR... turn its "Active ON/OFF.
  6. Baking files are saved to where the PRJ is saved. For Rear Window we've been only been saving Chors. After you load your Chor, save a PRJ to the same location, then bake. Then when you want to render, load that PRJ again and see if it locates your baking files.
  7. I just did a test and when I rendered at 1280x720, the image was still 1280x720 when i imported it back into A:M. there must be some other complication at work...
  8. You set the codec in your render settings under "set". For AVI, "Uncompressed" is the only standard one that works with A:M. My preference for making video is to render to a JPG or Targa sequence (or AVI if i need sound) and recompress it with Quicktime Pro. In 32-bit A:M (you can have this installed also with your license) you can load an image sequence into your images folder and "Save AS" as a quicktime movie and choose compression settings there. Quicktime Pro is much better since it gives you access to the audio compression as well.
  9. Welcome back to the forum! Would you believe i haven't done an actual "animation preview" since 1998? I forgot that existed! hmmm.. that error message makes me think that it's having trouble with the codec that is selected for "AVI". I'm not sure where you set that for Animation Previews" if it isn't the regular render panel in the Options tab. The other possibility is that thats' a non-existent path on your PC... but it's making a file in that location , right?
  10. A:M tried to smooth over the jaggies in bitmaps and that's probably what it is trying to do to those single pixels. Take it into a paint program and stretch it without any interpolation blurring (Photoshop calls the "nearest pixel) to something maybe 8 ro 16 times bigger and swap that into your project. You won't need to reapply it just change the link in the Images folder.
  11. Good looking sets! You've been busy! Nancy has some good questions. Bulb lights will always be ray traced lights. I think well-placed kleig lights can help you out substantially.
  12. How big is the original texture? in pixels?
  13. Hair can be time consuming I believe the Baked property gets set to "ON" by A:M after you have baked. I'm not sure if setting it to OFF permanently discards your baking or just temporarily ignores it. The promise of Baking is that you can resume later without a glitch.
  14. Yes, we may want to investigate what is causing that to take so long to render.
  15. In Middle Layer, the Balrog uses Carbon Calls to tell worker elves what to do. I'm pretty sure that's how it works.
  16. A quick test... importing a track, copying it to a second track, inverting one and playing them back together will get complete cancellation, total silence. If you could find a track that Audacity can completely remove a vocal from without without removing music then you might be able to use this to extract a vocal only but I suspect there's always some music lost in the vocal removal process.
  17. In theory... if you can remove the voice and leave the music you could take that result, invert it, add it to the original and that would cancel out the music and leave the voice.
  18. I strongly recommend you do a small res test render to make sure everythign is gong the way you expect. Also, are you using the render preset that was with the original download? Those should have most things right.
  19. Have we figured out a way to submit and approve additions to the AMA entries?
  20. Where you set your start and end frame range in the render settings... there is also a "step" value. 1 is the default. If you set it to 2 it will render every second frame. If you set it to 17 it will render every 17th frame.
  21. And... If I'm doing something that has some great unknown like a stereo effect, I'll do a partial render with the "step" set to some high number like 24 and see if the effect is coming out as I expect through the shot, rather than render the whole thing and find out it's wrong.
  22. I think you need to have Particles ON, but rendering one frame both ways would make certain. did you figure out your stereo question?
  23. There's usually a previous version in the "old" folder ftp://ftp.hash.com/pub/updates/windows/ but it appears not to be filled yet. Have you looked in the v16 folder for v16?
  24. Here are some notes on the lighting SimonsLighting.mov Search tags: Attenuation Intensity
  25. Those were "legal" five-pointers but hooks were made to be a better solution. I agree very very much! Yes, much thinning can be done and it will make rigging easier later on. Usually you can do an eye opening with just 8 CPs. That's my typical budget for eye openings.
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