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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. I think the need to move the animation "earlier" than the sound comes from the need that we have to form our lips and mouth before we start the sound. An example is the "Wh" sound I mention above. It's really not one shape but a transition from oo to ee and the oo needs to be in place before you can make an "oo" sound or you won't get an "oo" sound. I also think that the process of analyzing a sound track frame by frame tends to cause us to identify the start of a sound later than it really is.
  2. where is this setting located? In the Properties for Z-Buffered Kleig light only... Options>Cast Shadows ON>Tint (Again, I'm not sure what result that has when you are rendering separate shadow passes) For ray traced lights, you'll need to somehow tint the shadow pass in your compositing program
  3. My first inclination would be to lathe the shell and use Booleans to make the holes. Those will only show in final renders, but would that not be good enough?
  4. You can get the v15 version here
  5. In a regular render there is a setting for shadow color. I'm not sure how that will affect a shadow being composited...
  6. and also the creator of the famous... world famous... Gravity Poster. Hey, Gerry, glad to have you around for yet another year!
  7. I'll note that for $79 you can get the one-year license to v16 and be far ahead on many bug fixes and new features.
  8. Welcome to the forum! I am able to run v10.5 on my Windows 7 Home Premium. It's possible if you got the last v10.5 installer off the Hash ftp page that might work. It's also possible that running the installer in a Windows "Compatibility Mode" may be the answer. You will need a serial number however. Possibly it is stamped in your manual.
  9. Here's a comparison of the results with my pants test with 300 Substeps, HiRes OFF vs. 30 Substeps, HiRes ON Walk300SubStepsHiResOFF.mov Walk30SubStepsHiResON.mov They both have the same number of SubSteps per frame and should have similar success, but the HiRes OFF version has begun to fail after just a few seconds. Both the left and right pant legs have caught on the feet and are beginning to explode. The HiRes ON version sails through.
  10. I like the cubical clouds! I recall the story of William Wellman having to wait weeks to shoot plane shots for "Wings" because there were no clouds in the sky and without clouds the planes didn't look like they were moving. And of course in 1927 there was no CG to fill in. I with some R&D we could better those clouds and smoke with A:M effects.
  11. I agree the shadow color is off and it's not as dark as the shadows in the scene.
  12. Hi Simon Perhaps if you had black inside the mouth that would help relatively even spacing of the splines will help much. On the mouth shapes, the "whi" sound needs a good "oo" pose to get across. The W sound is really a transition from the small "oo" shape, made before the sound starts, to whatever vowel follows. In the case of "whispering" the "ss" will look very much like the "ee" shape. So posing out as "oo-ee" is a likely start. Try saying "oo-ee" and "Whee" and Whisss.." and the lips do pretty much the same for all. In rigging faces, I've found getting a good "oo" pose to be the hardest part.
  13. Oh Oh! that cat is trouble!
  14. I believe not. They are both "modes" and one will replace the other. But they both have keyboard shortcuts so you can quickly switch between the two.
  15. "Meet the Fokker!"
  16. Very Cool! I like that!
  17. That sounds like a bug. An AMReport with a sample PRJ and a screen capture of both a Q render and a Shift-Q render would be a fine idea.
  18. Don't forget Rear Window. It's not really a contest but it's fun to see what everyone has thought up.
  19. Another one... Trumpoozlel.mov
  20. Y'all don't need to be drooling over "path deformers" in other programs... A:M's got 'em! D_Box_PathDeformer.prj DBoxPath.mov
  21. The problem situation would be a good one to bundle up and send to A:M Reports if it does the same thing in v17
  22. Is the problem light a Kleig light? Just to try... change it from z-buffer to ray traced or vice-versa and see if it works
  23. Here's my entry in the topology derby... I... -lathed out the top half of a disk with 12 sections -lathed out a 4-section "hole" separately -spliced that hole into a 1/6 section of the disc -Copied that 1/6 section with the hole in it, then deleted everything -pasted the copied section back -deleted a radial spline on one side of the section, leaving just pigtail CPs hanging -used the Dup wizard to make six copies of the section at 60° intervals around the center -connected the hanging pigtails back to their new neighbors -filled in all the empty 5-pointers. -used CFA to create the bottom half of the disk
  24. Not horrified here!
  25. Since it's not widely understood, I'll note that "Adaptive Subdivisions" is the number of times Sim Cloth will double the SubSteps number if it has encountered an intersection. For Example: If SubSteps is set to 10 and Adaptive Subdivisions is set to 4, SimCloth will try 10 steps first, then 20, then 40, then 80, then 160 If it reaches the limit and still has an intersection, SimCloth will continue on to the next frame anyway, but once an intersection has happened things usually go bad pretty fast, the "collision"count escalates and the simulation may start sending the cloth in all sorts of crazy directions.
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