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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. I actually had that happen to me before. I was resplining a face and had broken and reconnected so many splines that i ended up with an empty four-point space in the cheek that sure looked like it should be a patch and I couldn't figure out why it wasn't. D'oh!
  2. how about something like this: hairtestV11_BearHair.prj
  3. Even though Polar Bear hair is ostensibly not colored at all, you might try a slight dark-to-light color gradient along the length of the hairto give it a bit more depth.
  4. Is that front knee backwards or is it just an odd angle?
  5. I think there will be a bouncing ball chapter in New TAoA:M... if I ever get around to it.
  6. Not more patches. Set "Adaptive subdivisions" higher. Try 8.
  7. Hi David, My main crit would be that I prefer much less stretch prior to impact. There is a tendency for the top of the ball to look like it has caught on something when the ball is moving so slowly. (Some animators teach to leave descending stretch out entirely.) Stretch as "motion blur" was probably more important when they were animating on twos and if the ball was moving much faster. During the time on the ground I've found i like to do the squetch asymmetrically... most of the time is spent squashing down and just a frame or two is spent stretching back up so that the upward leaping motion is as fast as possible in the available distance. I want to get the ball's mass moving upward as fast as possible so a gradual stretch up won't do. Here's a small experiment I did to see how long i could keep the ball on the ground. This is verging on too long, the ball is starting to look stuck to the ground. But if you frame through the first bounce you can see the asymmetrical timing in action. Lots of time spent squashing down as the ball has slammed into the ground, then a fast leap up. SquetchyBounc000.mov However, I think you have the fundamentals of Bouncing Ball going well and should graduate on to the next exercise which would be a ball bouncing in an obstacle course. This involves proper handling horizontal motion and bounces off of angled surfaces.
  8. Better living with better dirt!
  9. Is that cloth? I think if you set the simcloth subdivisions level higher ( a chor property), the shapes will survive the impact better.
  10. In the course of looking at one user's splining efforts, the video in this post takes a moment to explain "spline continuity" and how that can affect connecting spines.
  11. I've been recording with (free) Hypercam 2 and recompressing the raw file with Quicktime Pro. Btw, I've begun revising TAoA:M and have all of one lesson in rough form. You are probably beyond its level but you may find it useful none-the-less.
  12. The installer won't even run? What happens?
  13. It turns out both problems are the same problem... Connecting_Corner_Splines.mov Connecting Corner Splines Spline Continuity
  14. But I've got Win 7 64-bit too. Something else is wrong.
  15. the model.
  16. these are both spline continuity problems. If you can post that I'll show you why it is that way and how to fix it.
  17. Hey, Mark, if you haven't been able to get to it yet, table that. I'll do a fix here and see if we can get this whole thing out the door by next week.
  18. my latest comparison, all on my intel Q6600 running at 3.0 GHz with 4 Gigs of Ram. v15 (32-bit) 9:48 v16 (64-bit) 4:42 v17 (64-bit) 4:03
  19. One other note... on the fixed version, I flipped the normals to face out so the displacement map would make the numbers go in rather than out.
  20. I just tried copy and paste several times in v15 and seems to work fine. I doubt this is significant, but make sure you have v15j+, not just v15j.
  21. But when does v17 come out...? I think "real soon now" is the answer. When it shows itself it will still be just "beta" as it's only "alpha" right now. "Display refresh".... tell me more about what you mean.
  22. Happy slicing, HomeSlice!
  23. Is this it? I did a small bit of detective work and repair. Lock2.zip I'm not sure what went wrong, it looks like one of the maps got a wrong tag somehow. I did this in v16 but it also loads and renders properly in v15 now. v16 does have quite a few stability fixes; I know that because i submitted quite a few crash bugs that got fixed. If we could identify what steps caused this particular problem, that could likely be fixed too.
  24. To be honest , I'm not exactly sure what you are asking sometimes. However, if you ask specific A:M questions someone around here will usually have an answer.
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