sprockets Nidaros Cathedral Tongue Sandwich A:M Composite Kaleidoscope Swamp Demon Caboose Break Room
sprockets
Recent Posts | Unread Content | Previous Banner Topics
Jump to content
Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
  • Posts

    28,253
  • Joined

  • Last visited

  • Days Won

    401

Everything posted by robcat2075

  1. How big was the Part II QuickTime file?
  2. Nice Orba-tron! (That's what I would have guessed it was called.)
  3. However, a better first gambit would be to move the three pointers away from the edge of the snout by inserting a spline like this: three- and five-pointers are happiest when they can be a flat as possible and not trying to span sharp curves.
  4. I like to stretch the magnitude out a bit then drag my cursor on the gamma property to rock the bias handle back and forth and see if the crease gets better or worse in either direction.
  5. The three pointers on the snout will be troublesome. It's possible that if you stretch the bias on them they may look smoother.
  6. Don't do the dead-end spline right below the corner of the mouth. That will crease.. Continue it across the next patch and hook it or join it with it's mate from the other side.
  7. If you can recall it, do let me know. So far, in my spot testing, making wider looks OK.
  8. Doing things inside rooms is problematic in terms of lighting Day scene with interior lights OFF with interior lights ON
  9. It seems to be related to the resolution of the z buffer map. Here's a test with a flat surface with an overhanging edge in the scene: in the original scene the res is 4096x4086 If I reduce that to 512x512 the banding becomes more obvious... If I go back to 4096x4096 and increase the width of the sun to 5000cm (it was zero originally) that seems to help a bit...
  10. I'm testing out camera angles... the banding on smooth surfaces bothers me, I think it has something to do with "bias" on the z buffered lights but I haven't ascertained what light is doing this. I was sure it was main "sun" light but changing the bias on that had no effect. any ideas?
  11. Maybe... a very determined person could use a distortion box as an action object in an action, that woudl let you key the mesh of the distortion box and then somehow use this action for the functionality of a Pose slider...hmmm... tricky...
  12. Once you leave distortion box mode you can't get that old distortion box back. Returning to D mode creates a new distortion box unaware of all previous adventures.
  13. That is true. That's a limit of distortion boxes.
  14. I'm able to get an expected result. Can you show your example more?
  15. Yup, I have no idea what that's about But it looks cool.
  16. All votes count at 11sec even if you dont' vote for them all. That's official from the moderators of 11sec.
  17. "The only thing worse than being talked about... is not being talked about."
  18. robcat2075

    Rigging

    It is always possible to key bones that should not be keyed by using the keyframe filters wrong . Another reason I like the selection filters because they allow me to quickly recover from such a mistake, which I make often.
  19. robcat2075

    Rigging

    The keying happens because they are part of a constraint that is getting switched on or off, typically the IK/FK switch. I recommend getting rid of them it's fast and easy. Sometimes they cause trouble.
  20. robcat2075

    Rigging

    btw... you can make a selection filter of these unwanted bones so they are easy to delete in one swoop if they get keyed without having to hunt them down in the full list of bones in the chor.
  21. robcat2075

    Rigging

    There's a reason that big studios have to actually advertise for a "TD" , a person who rigs, and not for "animators". People who "get" rigging are much rarer than animators.
  22. can you show a few more angles?
  23. I like that. It has an "illustration" look to it that isn't like a typical 3D model.
  24. robcat2075

    Rigging

    One thing I learned about TSM2 by looking at the scripts...It's not one big thing, it's many small things that are mostly independent of each other and feasible to understand. The fingers and the arms are separate things and both are fairly simple in themselves. Likewise with any of the other components. The IK Spine is the most elaborate part.
  25. robcat2075

    Rigging

    If you could make a sample case out of that to study and post it... It would be useful to see.
×
×
  • Create New...