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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. I'm on 64-bit v16b. Happens in v17 and v15
  2. I think we've found a small bug in model bone handling... ModelBoneInvisible.mov
  3. It shouldn't be a problem but I find often have to force a save on a model before a chor will know about the last constraint I added.
  4. wow! 2:44 That's gotta be the record now. Yes, A:M's renderer is "single" thread although Windows seems to not use the same core continuously. A:M multi-threads internal non-rendering things like "finding patches" and simulating particles. Enable OpenMP in your options for that. Welcome back to A:M bobbesch!
  5. I don't think there's any benefit to old cloth. Certainly no benefit for a new user. We should make sure people are using Simcloth and staying with it. The TAoA:M I have with the Sorceress on it uses SimCloth.
  6. Lovely! Fenders were the thing that baffled me when i tried modeling a car years ago. Good to see you back!
  7. Good example , Rodger!
  8. First, I presume the constraint is in a Pose. Is the Pose ON in the new chor? Second, try saving and reloading
  9. You're saying there's no "Curve" listing in the menu like there is in my video? What's the mac equivalent of right clicking supposed to be? Do that. And show me the menu you get when you do that.
  10. try this... SettingPostExtrap.mov
  11. If you turn on "Show more than drivers" on the object in the chor you can use the "Frame" property for the decal to make the value loop and repeat. Key it at 0 at frame 0 and at 23 at frame 23 then select both key frames and choose Post-Extrapolation>repeat
  12. I forgot the circle thing
  13. try this eh... dont' bother with those other 3D things... twice the buttons for half the result.
  14. Th set looks great but I don't think we need the extra shadow. It's not motivated by anything the viewer will identify in the scene. On my ostensibly gamma appropriate monitor the areas I've circled are so dark that you couldn't stage any action there. The "night version" is also very very very dark. Too dark to put anything in. A strong moonlight would help a lot. Has someone worked out a plan for bridging the lighting differences between people's shots?
  15. to amplify... in general, video clips that have been converted into numbered image sequences ( JPGs ro TGAs) work best in A:M. Many video editing apps or Quicktime Pro can convert video files to image sequences.
  16. What does this look like now?
  17. We'll make mental note to get started earlier on the 2012 project. We have a backlog of good ideas now so ti shouldn't take so long to get going..
  18. My thoughts.... It's not cheating. Art is what shows on the screen, how you got it there doesn't matter to the viewer. It's great for the types of things you listed especially if they need bevels. Drawbacks... the splining isn't as thoughtful as person would do. If you need to squash and stretch and bend an object as you might with a character you may need to rethink what it has done or build the object manually.
  19. May all your vertexes be CPs!
  20. I guess i put it here to so it could be a "latest news" item at the top of the forum page. But perhaps our moderator could move it now. No, not yet, I should do that.
  21. make sure your v16 test is v16b
  22. I think this may be obsolete information or referring to something else. The current multipass "soften " is an ON/OFF setting with no value and does show up in the render without a post effect being used.
  23. We should get that taken down and or replaced. That may be a source of major frustration to new users.
  24. My own personal observation is that "soften" is a very slight effect. It seems to be most useful for improving the look of tight thin parallel lines such as one might see on radiator fins. My other advice is always go with regular render first for final work, it's faster and looks as good as 16 passes. Multi-pass for those one-pass tests and when some odd item doesn't exist in regualr render like EXR buffers or displacement maps.
  25. Or in the model's model window, you can >New>camera to add a camera to the model. it is like a bone and you can drag it in the PWS to be a child of the main head bone if you wish, then aim it at teh face. In the chor you can select it by hitting num 1 until it comes up. Welcome to the forum, JohnP! You're inthe right place to ask questions.
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