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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Netrender must render to an image sequence. It assigns the next needed frame to the next available node. For animations that have sound A:M creates a .sinfo file that helps sync up existing audio files with the newly created image sequence when you import it back in to A:M.
  2. attached?
  3. A:M implements the most accurate compression schemes of OpenEXR, which i believe use 32-bit floating point numbers for each channel (except PXR24) A 32-bit floating point channel should make for a very, very long gray scale. A:M doesn't implement the "lossy" B44 and B44A, AFAIK. You can read about all OpenEXR's compression options in this PDF under "Data compression" I dont know of any format that uses a 48-bit integer for each channel, is there one?
  4. By "48-bit" do you mean 16bits per RGB channel (3x16=48) or do you mean 48bits per each RGB channel?
  5. Any reason not to use 32-bit v16 for that?
  6. In a basic fashion, you can select, cut and paste portions from one QT player to another and resave the result. I do this on occasion to quickly trim or combine footage, but it's not like working in an NLE. I also like QT Pro's ability to extract the audio or video tracks from a file separately. But mostly I like QT Pro for being able to import and export many formats and having the most options for compressing things.
  7. He's looking real good!
  8. My favored way to do Quicktime with A:M is to render to to an uncompressed format (uncompressed AVI will work) and then recompress it in Quicktime Pro ($30). That gives you full video compression options and also audio compression options which A:M doesn't have even in the 32-bit version.
  9. When i use a DBox in an action the splines are visible in all modes. Possibly a visibility icon such as bones have under "show more than drivers" would give more control.
  10. in modeling mode distortion boxes are only temporary tools, once you leave distortion mode, they are gone. So, like HOlmes, I'm not sure what you are asking. Ask it again?
  11. How about if you put that Text MDL out through a PLY export with maximum subdivision and reimported it to a new model?
  12. I think those people are conveniently sidestepping the problem that most hand drawn web comics are pretty ghastly too. apropo, regarding the plight of comics in general...
  13. I believe it is also possible to assign the CPs of D Boxes to bones so you don't have to animate them directly in muscle mode.
  14. You can still export the chor as a model. Models have their bones. You do have to run it through a text editor to fix name paths for constraints. However D boxes don't distort bones so bones may not be anywhere near where they need to be in the exported, distorted model.
  15. Do the lines go away if you delete the particles?
  16. Here's one more like Rodney's "funhouse mirror" concept, in wireframe view so you can see the DistortionBox... DboxWireB000.mov
  17. Based on a suggestion by Rodney! EggBot_Warp.mov Basically... -Create a new Action for your model -in the Action create a new Distortion Box -in the D Box's properties select a "target" bone that is parent to all your model's mesh -edit the CPs of the D-Box to make the squshing you want -drop the Action on your model (previously animated to move around in the chor) -the D Box will normally move with the model, so it must be constrained to a Null in the chor to hold it in one place ( a place the model will pass thru)
  18. If the shield is deflecting them from the camera then it sounds like particles hitting the camera is not the problem.
  19. Make the particles aware of objects with die on impact or collisions on.
  20. I think this has been addressed by Steffen... at least it is in the change log... I don't see it in the change log yet. This is not #5983, the 5-pointer problem is 5987.
  21. Good catch! IF the camera absolutely has to be where it is you could put a transparent shield in front of it to deflect the particles.
  22. That's good news!
  23. This problem made me worried about 3DPainter, but it seems to make a pretty good go at representing decals on 5-pointers in real-time. I wonder what it does differently?
  24. There's gotta be something you can delete that makes the lines go away. Then you'll know!
  25. I haven't tried your PRJ, but is it possible the frames with lines all came from the same render node(s)?
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