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Everything posted by robcat2075
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I'm not sure what you want yet... do you want the object to be invisible but still leave a shadow?
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Short Answer.... I think if you drag an image onto a light it will project it. Try that on a Kleig.
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I've just skimmed thru the "Physics" pdf. I like some of it and some less so. He may be trying to fit too much info too fast into one lesson. I like the "Odd Rule". The "Fourth Down at Half-time" is getting a poor result we can see in the second half of his graph. I'll look at it some more.
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Lothario & Ida Do the Undie Cover Dance Thang
robcat2075 replied to NancyGormezano's topic in Work In Progress / Sweatbox
I'm disappointed i don't get a chance to vote for that! -
Your bounces are not wildly in error, but as they get to the smaller bounces the time problem becomes more visible. Here's some footage shot at 60fps. The stick I'm holding is marked off in 1 foot increments and is six feet long. DropTests2.mov Watch me drop the ball and the brick then go back and count frames: How long does it take the ball to fall from top to bottom? I count about 36 frames. How long does it take to fall the first foot? About 15 frames. Frame thru it yourself to convince yourself that is the case. I had to. I was surprised it took so long to get started. Almost half the time is taken up getting thru the first foot. The ball also happens to bounce up one foot. How long does it take to fall back down from the peak of that bounce? That is 1/6th the distance that it fell originally but it doesn't fall in 1/6th the time, it takes a lot longer. One sixth the time would be about 6 frames, but the ball falls that foot in about 15 frames, the same as it took to fall one foot originally, starting from the top. Presuming we have animated the first fall correctly, we can use the expectations it has created to time subsequent bounces. If the ball bounces back up to one foot, it takes as long to fall back down as the ball took to fall one foot originally. If the ball bounces back up to four feet it takes as long to fall back down as the ball took to fall four feet originally. And how long does it take the ball to bounce up to the peak of each bounce?... As long as it takes to fall back down from that peak. They are almost always symmetrical. Count the ball bouncing up from the ground, peaking and falling down again. The up and down might be different by a frame because the camera isn't quite catching it at exact moments of impact. What about the brick? I did that just to show it falls almost the same as the ball. Even though it is much heavier, it might be one frame faster. Maybe air resistance slowed the ball down a tiny bit or maybe the camera is just catching them a hair differently. Should the bounces still make parabolas in the Y channel? Yes, but they are not scaled copies of the first parabola, they are copies of the first parabola with the bottom clipped off.
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There's the problem. A ball that falls from half as high does not take half as long to reach the ground. It takes a bit longer. A ball falling from 6 feet takes longer to fall thru the first 3 feet than the second 3 feet, right? Because it was accelerating all the way thru. Consider a ball that falls from 6 feet, bounces up and falls again from 3 feet. The new fall from 3 feet should take as long as the first fall from 6 to 3 feet. Consider that a fall always starts falling from a velocity of zero, no matter how high or not high it has bounced.
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This is a trick question. If I'm understanding the question, it would be the same rate. That rate is on the chart from animationphysics.com that I linked to in the notes. Yes, it will always take the same time to fall x feet, no matter what height it starts at. Now... how can we use that to inform how long each bounce takes?
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This is a trick question.
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I'm looking at them and see a frequent problem. I'm trying to figure out how to explain it. Try this... How long does it take a ball to fall... x feet? There's probably an exact formula for that which we dont' need to calculate right now, but... How does that time to fall x feet change if the ball is dropped from x feet or 5x feet or 5000x feet? (In each case I'm referring to the time it takes the ball to drop the first x feet.) What is your expectation of what happens in those three situations?
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The head looks more dog-like and the body looks more-cow like... but i like it. You could probably run the two hooks on the side through the patch as regular splines
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I'm still traveling, but i willcertainly take a look when I get back home.
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Press PageUp a few times. Page Down will do the opposite.
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Ja, er ist sehr frisch! Happy Geburtstag!
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The most famous name ever to grace the forum! Happy B_D!
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I was hoping to get 10 people to help update the TechRef but no takers yet. There is a thread here somewhere describing the fluid feature when it was introduced.
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I have the DVD. Amusing movie!
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Note that "Bounding box" is broken in v16, but fixed in v17. It should draw a box for each bone of a model. Th correct behavior for Curved, Vector and Bounding box is like this: As Rodney noted, Bounding box is very fast to draw. I find it useful for previewing character motion at full frame rates.
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To me, that still looks like his hips are moving in straight lines. The last pose looks promising. I'd clear his hand from touching his head and move his other hand out too.
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Here's something I find useful in side to side movements... always move the hips in an arc, and it's almost always an arc that dips in the middle. It might be slight but it helps avoid a floating drifting look. Think of a marble falling down a bowl and rolling back up the other side. Slow in and out, faster in the middle. Also... typically these side-to-side movements are shifting the weight form one leg to another. The side of the hips that is NOT over the supporting leg tends to drop a bit. This is difficult to get right. I'd like to have a "side step" tutorial in NewTAoA:M to cover these things. I realize this is only blocking but i'd build these things into the first blocking poses since hip tweaks tend to affect the legs quite a bit.
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Not that I know of. There really is no 1:1 in the timeline since the axis units are different. No problem. I'll probably be en vacances by then, so I may not get to looking at it until next week.
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On the chest, I'd recommend constructing it like a real chest, with separate boards for the bottom and sides. After you make one, with bevels, you could copy and paste it. Gold coins... you wouldn't' have to fill the entire chest. Put in a false bottom that is almost at the top and then Newton-drop enough cons to cover that.
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It does still look odd. What you might do... dig up some reference of cartoon dragons, nice ones not evil ones, and see how the artist dealt the problem. there might even be model sheets out there you could study. Cartoon dinosaurs might be useful here too.
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Looks ready for the movies! Great work!