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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. I'll second Rodney's advice that a dedicated editing program will likely be advantageous. I'm not sure what's out there in the "free" category but If you have bought any sort of a camcorder in the last few years they almost always come with some sort of program that does basic editing.
  2. In v15 or later you can drag an image sequence from the Images folder to the chor, use it as "Rotoscope" and it appears as a green bar in the chor that you can slide and trim. In V13 you can't do that in the chor. Possibly the feature was added in V14 but i dont' have v14 to test that.
  3. In V15 and later you can put rendered clips into the Choreography time line and adjust start and end times like in a video editor, but v13 doesn't have that.
  4. He looks good! He looks like he likes his shorts.
  5. Welcome to the forum! This is the answer place!
  6. I like that Bones view, Rodger! Fun to see Brian drop in, drop in some more!
  7. Welcome back! I believe render times are pretty similar now with a small edge to Windows computers. The larger edge is that there are several 3rd party plugins (TSM2 for example) that are Windows only. The downside of Windows is that Quicktime is not yet directly available in 64-bit programs. However, you can have both 32-bit and 64-bit A:M installed on the same computer, no extra charge. You could render to a TGA sequence with 64-bit A:M and use 32-bit A:M to convert that to Quicktime or use Quicktime Pro (what I do).
  8. He sure has a bouncy butt! I suppose in a real world situation if he was thrown back that strongly he would tumble after he hit the ground. His butt would catch the ground a bit while the rest of him kept going causing his legs to fly over his torso. But you may not want to pursue real world motion that much. i'll try to look at that a bit more later.
  9. I notice you are using v15. I'd be interested to hear if the same thing happens with v16.
  10. Welcome back! Hope you are better. When you go to render go to the "Output" tab To the right of "Format" you choose your output type (Quicktime, Targa...) (Quicktime is only available in 32-bit A:M) Then expand the Format triangle. To the right of "Save Options" click on "Set" The dialog that comes up lets you choose codec parameters. For Quicktime try "Animation" first. It will make a huge file. If that works then try others like H.264 or Sorenson.
  11. The current bake doesn't do that?
  12. Those look wonderful!
  13. Lot of great looking work here, I'm glad you brought this thread back.
  14. Cute bedbug! In case anyone missed it the Doo-Sabin subdivision in Wings does a good job of eliminating most topology problems in polygon models before import into A:M. Some manual edits still needed.
  15. I hate it when TV shows split the screen to run promos while the credits are scrolling, but on the other hand... you got books to sell! If the ordering info is small enough you might put it in a bottom third and run the credits on the top two thirds.
  16. I haven't peeked yet because I want to see the whole thing in it's intended state. Yes, don't be shy about the ordering info. Make sure they catch it.
  17. On the suit smudges i'd suggest making them grainier and not so blurry so they look more like dirt.
  18. That's a good solution. Might even be good use for mocap if you had a mo-capture device.
  19. Where it says "save"... After you have set all the setting you want to set use that button to save those settings as a preset. post that file here so we can load what you are setting.
  20. Save a Render Preset from the render dialog after you've made all your settings and post it here . Right now there's no multipass turned on in that chor and that's got to be part of the process, right?
  21. Full across-the street-buildings may not be needed at all it we introduce Thom properly. I think Mark has the essential idea going, it just needs some variety added to it like I commented earlier. I think he's pursuing that. Let's see what his next iteration looks like.
  22. Many people who use their own creations will be hesitant to submit a full chor with characters. Make it known at the outset that part of their participation will be to revisit their work to render these transition frames, make them do it for you. You'll have lots to do none-the-less.
  23. My preference is that, from the side view, the origin of the thigh bones and the origin of the hips/pelvis/spine appear to be at the same point. That way it's possible to tilt the pelvis forward and back without moving the legs. In real life spines are curved, in CG people tend to simplify by making them straight. The front to back placement of your spine depends on where the mesh of your character is, it doesn't have to be at zero.
  24. I'd expect it to. I don't recall whether iit did or didn't in my vid. Possibly I deleted the extras when the cam was off?
  25. They can follow whatever the shape of the leg is. In your case that looks straight up and down from the side but a little tilted inward from the front. I eyeballed it but you can look from the top to get the best view for such a bone.
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