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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Here's recurring situation... I had four Netrender nodes running (0,1,2,3) , then for some reason #1 got stuck on "Trying to close" so i just closed it manually. Now i have nodes 0, 2, and 3 running but if I try to start a 4th node I get this message Is there any way to get back to four nodes without restarting the computer entirely?
  2. fixed! One other problem with the "turbulence" cloud method is that you can't really "art direct" it, you have to take the clouds where it puts them. With the spites you can make the clouds anywhere you want and any shape you want.
  3. "Air simulated with Static Fluidsurface" looks like it might be a simulation of an object floating to a certain level.
  4. But if the emission rate is zero, what is it trying to fulfill?
  5. And, of course, there are no other keys for the objects, they aren't animating from one spot to another. If I saw it I'd know more.
  6. no, now I'm out of ideas. Typically it's something like using feet and inches for units that is a problem. Are you setting each item individually or all together?
  7. Are you using cm for units?
  8. Is this something you are assembling in the chor?
  9. OK, you made me do it. I turned off the sprite emitter for each cloud before the camera rolls. Revised movie above.. There is still a tiny bit of popping which I think comes from changing the angle of view of the sprite system. None of the sprites should be dying during this clip.
  10. Oh, to fly as an eagle, among the clouds... From the Royal Council of Matt-Cambell-Said-It-Couldn't-Be-Done: CloudsFlythruB.mp4 These are sprite particle clouds. There is a tiny bit of a "popping" problem that can probably be solved with some R&D. (john's suggestion to turn off the sprite emitter fixes most of it) I think the potential for effective cloudscapes in A:M is there.
  11. The contest announcement at the beginning did explain to submit the entries by email.
  12. Ta-daahhh... float.mov Float03Simmed.prj
  13. I recommend anyone who wants to see some great looking, economically-splined characters take a look at Mark's "Wannabe Pirates" CG webcomic. (click on the image in his signature) And he's got some threads around here where he showed wips of some of them.
  14. How about.... make the object out of stiff "cloth", put it in a tube that is a cloth deflector and set the gravity of the scene to be upside down. Then it would always rise instead of fall.
  15. How many times does it have to turn over?
  16. Some times I have noticed biases that seem to get "stuck" and are not smoothly passing the spline thru a CP. Saving and reloading fixes it but I haven't noticed that it was a "large" project issue it happened even with small things.
  17. The only thing I've tried recently that seemed to even approach using 2 gigs were some scenes from TWO.
  18. a couple more variations on the theme... CloudsRisingThinWhiteGreen.mov
  19. That was fun to try. I haven't tried doing a girl walk before.
  20. Rising Steam... SteamRisingB.mov
  21. Change the "Save as Type" to "All Files" and make sure it's putting ".prj" at the end
  22. That's good looking cloth! If you need something graphically more simple you can rig a strip of patches with bones and animate them to create waves and rippling: Pennant000.mov PennantChor000.mov My 4-bone version is a bit lumpy but if you did that concept with 8 bones I think it would look smooth. PennantWithBones.prj
  23. I believe the wave plugin is intended for circular ripples on a water surface. It's like a bump map in that it doesn't actually move the CPs, it just creates shading that looks like ripples. It probably wouldn't be effective on a thin ribbon. Can you show a picture of your ribbon situation?
  24. Wow, you've been busy! I'll have some notes after I study it a bit more.
  25. It seems there's a very influential program, which i won't name (but the first four letters are "Maya"), that has an exceedingly poor implementation of Quaternions.
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