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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Yes, get your CP weighting going as well as possible first.
  2. One caveat is that you need enough RAM for each RenderSlave to do its thing as they don't share loaded assets between themselves. For Most A:M scenes this is not an issue but I have run into some TWO scenes that needed all 4 GB on my PC just for one slave. I've been toying with this and find that I can use that last core if I go to the Windows Task Manager and set one RenderSlave's "Priority" to "Below Normal". That gives some breathing room for anything else the OS needs to do in the meantime, which won't be much if I'm otherwise away from the computer. For some reason my all-four-core renders were faster than my three core renders. I don't know why. Very cool! You need to post us a screencapture of that 60-CPU list in Render Server when you get that set up.
  3. nancy explained it but you don't need to really know exactly what the values mean. You just have to see that the values are obviously not staying constant while that foot should be stationary. Set the Key Bone filter Set the Rotate and Translate filters Set the time to the first key Select the bone CTRL-C Set the time to the second keyframe CTRL-V now the first and second keyframes match and the bone will not wander
  4. If the start and end keys are the same, zero-sloped and linear interpolation will give the same result, no change between the keys, that you want. However, as an example, take a look at the left foot from 2:12 to 2:27 where it is on the ground. The beginning and end are a bit different, so the foot will creep between. You could manually edit the second key to match the first or, easier, copy the first one onto the second.
  5. I tried to take a look at the PRJ but it doesn't have the model in it. None-the-less, I think zero-sloping your channels is the main to-do.
  6. I got your message... no problem. Can you send me an example invoice for what you are needing for me to document?

  7. I detect a tiny bit of sliding there. Make sure the keyframes at the beginning and end of a foot-on-the-ground portion are zero-sloped so the foot isn't wandering in between. And of course make sure the beginning and end are really in the same spot or the foot will still be moving as it tries to transition from one to the other.
  8. I can't because, even though i made my own, the school only wants AnimationMentor students to use their characters. It was an extremely basic character and really just a stick figure, however. You can make one better in A:M!
  9. Nic3e models! I thought that was maybe your photo reference image until i clicked on it. I'm not sure where the mirror is there. Is it in front of the book shelf looking thing? Normally you'd just leave the "surface" of a mirror as white. Are you wanting a dark mirror?
  10. Glad to have you around, Paul! Happy Birthday!
  11. Thanks, Nancy! I wonder what goes on internally that makes the reversed map come out differently. I don't think that gets you anything since Displacement relies on bump-style shading for its shading (shhh, dont' tell anyone it's a trick!). It uses the displacement map twice, once to elevate the surface and once to give it a shaded appearance.
  12. These two coins have displacement maps on them with similar settings. Both maps attempt to create details raised above the main surface. The top one with the simple bumps on it shades as expected for the light coming from above the camera's left shoulder. The more complex one, with the monkey image, has a varied result with different details seeming to be lit from different directions. Does anyone know why? DisplacementTest.zip
  13. About seven years ago they took down their six-foot fence and put up a nine-foot fence. Umm...There wouldn't be any razor wire on top as well? perhaps? And is it surrounding a large concrete "mansion"? Interesting true fact... in 15 years I have never seen them put out any garbage.
  14. Normally the ambiance shoudl be 0 for such a use. An object with ambiance 100% on might appear bright white. If you can post the PRJ and image, that will, of course, speed diagnosis up.
  15. I've voted several times! I'm sure others have too.
  16. is a surface set to 100% ambiance?
  17. About seven years ago they took down their six-foot fence and put up a nine-foot fence.
  18. As Matt says, you'll need the leg or foot to be able to turn a bit independent of the body direction. You really can't do good turns while using a repeating walk cycle. This will work when you are animating each step separately as I showed you before: RobotTurn.mov (The audio may not play if this movie is played in a browser. In general, t's best to download all QuickTimes and play them in the QT Player.)
  19. Yay!
  20. I get it too. Has someone AMreported this?
  21. You can thank Rafael Anzovin for that one. So... mysteries solved? Why is that clip a minute long? You didn't really render a whole minute did you?
  22. Can other values be moved past 16,000 reliably? Like an X translate?
  23. I looked at the behavior in V13 a bit more closely and noticed that the rotation values increment as expected to about 15900 degrees and then at 15:28 flip down to about -15900 and continue to increment from there. There is a noticeable jump inthe bone rotation at the switch. I presume some sort of value limit is being exceeded in a variable. V13's behavior is probably more "wrong" but gave the appearance of working past 16 seconds. It occurs to me that this may not be truly solvable since there's no variable type that's truly infinite in range yet would have the precision needed to represent the rotation accurately. Or is there?
  24. None have ever been found. Not in this century, nor in the last. Not in this universe nor any other.
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