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Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
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Everything posted by robcat2075

  1. Here's with fewer small particles.... cloudbank2.mov
  2. I agree. Lately I've had some success with rendering these textures on a simple planar model and applying them as decals on flattened models. So I suppose that will have to be my strategy to use them in 64bit A:M from here on. Remember you can "bake" textures in place, no need to flatten.
  3. Fröhliche Geburtstag! Und viele mehr!
  4. Z-buffered lights have a "bias" setting for dealing with "self-shadowing" artifacts. That may have been the problem.
  5. How about like this? cloudbank.mov
  6. An unexpected, not-quite-what-I-wanted, but interesting result from particle experimenting: turb.mov that's a force with turbulence blowing the sprites around
  7. V16 64 bit includes the Darktrees plugin so those should work. I tested one, it worked. Other things, I suspect not, but that's why it's good you can have both 32 and 64 bit running with the same license. Any particular items?
  8. Yes. This bothers me too. The hands and feet, being most distantly attached to the torso, ought to be the last things to get going but they begin moving backward as soon as the torso does even though the arms and legs haven't been pulled tight to start moving them. Also... he's slowing down in mid air. That can't happen. Once he's been flung thru the air his horizontal velocity will stay the same until something can slow him down, like the ground. Look how his horizontal speed changes in mid air: fling.mov Also 2 ... he's going horizontal, then down. It's not a real arc that he's flying thru.
  9. The perfect Forum Project: -interesting enough that people will be drawn to participate -clear enough that everyone understands what to do -simple enough that anyone can play -flexible enough for each person to contribute something unique -bullet-proof enough that it still works if someone drops out
  10. Summer is here and we'll definitely want to get this going by September-ish, I think. I already have a preferred premise that will cause me to take too long to finish my segment, so more brainstorming is still welcome!
  11. Good news, there's a PRJ of the technique up already... http://www.hash.com/forums/index.php?s=&am...st&p=322946 Animate the emitter to put the clouds where you want them
  12. I'm thinking something like this could be devised, slowly drifting and churning... http://www.flickr.com/photos/johnson7/1460568819/
  13. Would something in this vein be useful? overcast.mov
  14. First, can you find the constraints you made, in the PWS?
  15. Happy Birthday, John! We enjoy all your tinkerings and experiments, explosive or otherwise!
  16. Constraints also have precedence depending on what order they are in the PWS. I forget whether lower is higher, but you can reorder them by dragging them. Close and reopen your model after that.
  17. robcat2075

    TreeZ

    You can still make your tree in V15 if you have it and use the result in v16
  18. It would be cool if his puffy shirt could be flapping in the stormy wind.
  19. I'll see if I can make a boiling sky. One thing that baffled me was how the realtime view of him was dark brown but if I preview rendered part of the screen all the colors would change. Why is that?
  20. robcat2075

    TreeZ

    It works in V15 for me but not in v16 so I've made an AMReport of it.
  21. robcat2075

    TreeZ

    After a cursory try in v16b I find I get a tree but no "levels"
  22. robcat2075

    TreeZ

    I've never used Treez, where's the tut that explains it so I can try it?
  23. I just caught the clip with the clouds, that looks cool! Were you wanting sort of a boiling sky effect?
  24. I can see that making a good seaweed for underwater scenes.
  25. Have you got the rigging solved? If you have questions, ask!
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