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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Nice looking shot! two ideas... -I think a little bit more direct light might help show the shapes better. Or possibly if you added a light from above highlighting their top edges to simulate the light from the torches. -If you animated the torch light's intensity to flicker a bit they would seem more fire-like.
  2. Here's a partial turn-around of the bread The angle of the bread to the camera has quite a bit to do with how it looks. The crust will need some other treatment, it looks rather gelatinous here. The noise combiner has a too obvious repeat to it when it's scaled this small, that's another problem.
  3. My test is similar to Nancy's but has a very slightly different result. I don't think there really is "real time" to the computer. It does the simulation calculations to get the object from the last frame to the current one, throws a picture up on the display and then waits until it has to do that again. To test that out I captured a real-time display one-frame at a time and compiled the captured frames back into a 24fps movie (middle view). It wouldn't matter if I waited 10 minutes between each capture or did them 1/24th second apart, the motion of the chain woudl be the same. PendulumComparisonH.mov The result looks so similar to the realtime playback on my screen (which i can't capture at 24fps) that I'll say they are identical. It also looks identical to the animation sent, unbaked, to the renderer (top view) The "baked" version (bottom view) is also similar but show some slight differences, particularly in the behavior of the top bone in the chain. I can't think of a good reason for them not to be identical, however. It's possible that if you had a one-bone dynamic constraint you might be getting a very different appearance between unbaked and baked. This test uses just the default settings that happen when you create a dynamic constraint. I believe "simulate Spring Systems" is left over from the old cloth scheme and isn't relevant to dynamic bones. It's greyed out on my screen.
  4. This is something that has bothered me, but I've never gotten around to investigating it. Logically, an unbaked dynamic constraint sent to render (not Netrender) should look no different than a baked one sent to render (not Netrender) since both start from Frame 0 and work their way through the animation with the same imaginary 1/24th second units of time. That's the way i see it. What do other people think?
  5. I'm not close to being done either, but I was waiting for someone else to ask first. I hereby move that we extend the deadline by a month! How about it, Paul?
  6. You could experiment with keyframing the stereo frame distance as the camera zooms in. Just see that it is in front of what ever the closest visible object int the frame is. I'm not sure I've seen a stereo zoom before. It probably wasn't technically possible in old movies and zooms, in general, have fallen out of fashion in modern movies. But we're making a semi-old movie so give it a try!
  7. We could break it into two shots, divided by a reverse angle shot of the observer putting the binoculars up to his eyes. ?
  8. How about Steam? I don't know much about Volumetric effects, but they're sitting there waiting for someone to use them... Steam02_v17.prj
  9. BTW, the Tasmanian Tiger was a real animal, now extinct. You can
  10. try this: SpriteClouds07_emmitters_keyed_off.zip -Remember the sprite needs to be painted to imitate the direction of light in your scene. You may need many sprites if clouds are seen at quite different angles. -Sprites are not affected by "fog" so some other way will need to be contrived to make sprite clouds fade in the distance for a more realistic effect. -the fps in this PRJ is set to 120. I was trying to to reduce the sprite popping by shooting fast and slowing the frames down to 24 fps. Mark's suggestion (above) to have sprites slowly fade-in at birth is likely a better solution. -the "landscape" is just a quick placeholder I dashed out to serve the purpose. -better clouds shapes will make more convincing clouds -a better sprite would help a lot
  11. TSM2 does something like that. It probably only means that the text that goes there didn't load. Try saving and reloading the PRJ right after the error happens. Either way, make an A:M report of it.
  12. Yup! I love easy solutions!
  13. A slightly less-burned crust look... Getting a good crust look is turning out to be the hard part.
  14. You're going to composite the CG hulk in live action? I'm eager to see what you come up with.
  15. Testing out some bread materials to go with my cheese...
  16. Now Free for A:M! (Works for PC only) You will need to use 32-bit A:M to run the TSM2 plugins. You can have both 32-bit and 64-bit A:M installed for no extra charge.
  17. Give that a read. It glosses over the task of properly assigning and weighting CPs but it does explain the workflow. I'll note that the time to weight CPs and add fan bones is before Rigger is run, not after.
  18. Have you read the one that's in the folder where TSM2 is installed?
  19. Hairstylist to the splines. Good head of hair!
  20. And Happy Birthday, too!
  21. That's fabulous!
  22. General splining rule: never run more than 2 splines through a CP. That's why we tend to leave the top of a lathed sphere as a very small spline ring rather than join all the loose ends
  23. I have experienced that. Is that a tiny, tiny spline ring that isn't getting CFA'd right? My work around is to scale it much larger prior to the CFA, then scale it down again after. CFA seems to have trouble with CPs that that are very close together. There may be a tolerance setting the Options panel for this, but I'm not sure.
  24. that looks snazzy!
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