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Everything posted by robcat2075
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Normally it says "drag files here..." at the bottom... However, I strongly suggest you upload your video to YouTube and post the YouTube line. Everyone can see it easily then, but almost no one will download a file if they have to do that to see something. It really is the better way to do it. If you don't have a YouTube account, make one!
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The easiest way to post a video here is to upload it to Youtube and post the YouTube link here. That wlll make it ready for streaming to any device and and the viewer doesn't need to download it first.
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It is the slightest of improvements. another idea... render the frames at 3x the res... 3840x2160... and then resize them down to 1280x720 in Photoshop. You probably only need to do one pass since this will be like 3x3 antialiasing. and when you have the bump map made you can also test it as a displacement map.
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Try rendering 803-806 with (at least) 9 passes and 100% motion blur and see what happens. How about a bump map for the seam instead of a normal map?
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You mean the flickering when the surfaces are seen very close to on edge?
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I'm not able to view that. When i on it it claims to be audio only.
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Send me one of the files that causes a crash when you open it.
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When it crashes, A:M will usually write a .dmp file to the directory your project is saved to. It won't have any human readable information but you can include them with a bug report to Steffen. But I'm not sure how we describe this problem for Steffen such that he can investigate it. IT sound like something very specific to your system.
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What is the advantage of an nas over any other drive?
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I just tried a generic run and I don't get that. You're sure you are not just moving the pelvis bone instead, of course.
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You'll have to explain that situation more.
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At last week's LAT I showed how to repurpose the TSM Biped leg for use as a rear Quadruped leg. https://youtu.be/KC7gqOOuSTg However, after animating with that arrangement a bit I recommend you use the real Quad leg. It is less finicky to pose in animal leg situations. Most of the process remains the same... you scale rotate and scale the bones into position the same way you attach and weight CPs the same way you test out your attachments and weighting in an Action the same way However, at the outset you choose the Quadruped skeleton in TSM Builder. The downside of the true Quad leg is that is has no FK option but that is rarely needed for animal legs. It also has no bone like the Biped's "IK Foot Target" that marks the heel of the foot but that can be added manually if needed. It also doesn't have the intuitive names for the bones that the Biped leg has. This pic shows the correspondence between the TSM Biped leg as I used it in our Cat example and the TSM Quad leg bones. @Roger @ChuckGram @KingVidiot @Shelton
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Model looks fine in HASH, export to OBJ and everything is wrong!
robcat2075 replied to Mikal's topic in Open Forum
If I export a model that is not a single surface to STL and import that STL as a prop it is definitely not a single surface. -
Model looks fine in HASH, export to OBJ and everything is wrong!
robcat2075 replied to Mikal's topic in Open Forum
A dime is a pretty small size for extrusion printing. Just to test, try thickening the thinnest places WAY thicker and see what comes out. -
Model looks fine in HASH, export to OBJ and everything is wrong!
robcat2075 replied to Mikal's topic in Open Forum
The actual conversion to polygons shouldn't be any different. It's the same code that is subdividing the patches, right?. -
Hooray! And there was much rejoicing.
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Hey Edward, how about if you bring this to Live Answer Time on Saturday?
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That's like something in the background of mad scientist lab.
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I'll give it a look but it may not be very soon. If any of our other sleuths want to look, that will be super, of course.
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I think un-nested could work if they are in the right order in the PWS. I haven't tested that however.
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A decal stamp can not be altered to change position A projection map material can look like a decal and its position can be animated. See my post in this thread. I don't recall if a projection map can be be used as a transparency map.
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Use another gradient inside the first one to control the end transparency.. Here is an example... Thread Reveal07 ReVealUnVeal.prj RevealUveal000.mp4
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I'm confused. That is what it looks like now. You do want sharp or you don't want sharp? This looks like a sharp end... It's not clear from your description why the animated gradient wasn't working. Animating decal placement is not possible. I need to understand what it is you want before I can know what to tell you to try instead.
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Cool scene! Is the end of the thread intended to be a fade out rather than a hard stop?
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Glad to see you're back at it! Restarting something isn't always bad, it's a chance to not make old mistakes.