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Everything posted by robcat2075
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You could use a Light List to make the blue fill lights only shine on the ground. Or... You could make the ground bluer.
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Just to try it and say "it can be done"... i can report that this sort of thing can be done. These things mostly depend on good strategy in A:M. I made my lathe outline so it would give splines in convenient places for splicing in a hole later. I only needed to splice in one hole. Once I got that one, I copied that one third of the shell with the duplicator wizard and attached the copies together Shell06.prj This took me about 90 minutes, which is probably longer than a person proficient with a polygon modeler would need. But I have had the experience in the past of setting up a Boolean punch in a polygon program, waiting 30 or so minutes for it do what it does, only to come back with a "Can't complete Boolean operation" error. So between needing two or three tries in the polygon modeler and one in A:M, maybe I'm not that far behind. This sort of form is a rare need in character animation, but if you need such an item in your A:M universe, it can be done without heavy lifting. If there is great desire I can do a screencam tut on this, but for most purposes, A:M's render Booleans will serve well and be quicker to model.
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V17.0 Mascot Contest Voting now live!
robcat2075 replied to Jason Simonds's topic in Work In Progress / Sweatbox
Good-looking entries! -
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.
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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
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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?
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You can get the v15 version here
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In a regular render there is a setting for shadow color. I'm not sure how that will affect a shadow being composited...
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and also the creator of the famous... world famous... Gravity Poster. Hey, Gerry, glad to have you around for yet another year!
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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.
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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.
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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.
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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.
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I agree the shadow color is off and it's not as dark as the shadows in the scene.
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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.
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Oh Oh! that cat is trouble!
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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.
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"Meet the Fokker!"
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Very Cool! I like that!
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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.
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Don't forget Rear Window. It's not really a contest but it's fun to see what everyone has thought up.
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Another one... Trumpoozlel.mov
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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
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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
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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