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Everything posted by robcat2075
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Looks like real movie stuff you're making!
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thanks, Mark!
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One reason it probably hasn't been used much is that TSM2 didn't have seamless FKIK inthe legs so you would likely choose to use IK from the start since that will be most suited to most motion that a character does. Only time I've used leg FK was on TWO and we had the squetch rig that did seamless FKIK that made using it temporarily in the middle of a shot easy.
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the emmitter only has about six positions on the circle and the particle emitter only knows its momentary positions, not the arc connecting them You could try a longer orbit time or try setting motion blur ON, 100%
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I cancelled out of the missing files and can see something...
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A chor with no models won't get us much. A PRJ with embedded models would be better.
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Interesting find. It's pretty rare to use FK legs on anything so I can imagine it not getting caught.
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First, how are you using this video? What are you putting this video in? If you are putting this in other video it' s just a simple dissolve in your editing program.
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His says "swept"... he used the sweeper wizard (may not exist in v11) to extrude small circular cross section along each spline. Dong the dissolve we mentioned earlier will be much easier for you.
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OK, I'm stumped... how does that work without using "render as lines"?
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Welcome back to A:M! Yes the file format changed with V13 and it's not feasible to convert a PRJ. However you can get that effect with the dissolve I mentioned earlier. Or... I took a look a John's PRJ and I'm not sure how it works since he hasn't used "render as lines" as I thought he did. Whatever he did can be done in V11 but he'll need to pop in to reveal it.
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I dont' know the exact project but John's various tinkerings are in Tinkering Gnome's Workshop Give that a look.
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Modeler of fine gothic cathedrals and , Stian has his birthday today. Happy Birthday, and may it be gargoyle free!
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How about render the animation once as wire frame and once as "final" and then dissolve between the two? You could put them both as rotoscopes in a chor and adjust the transparency of the top one to reveal the other.
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The light will need to be positioned so it would be visible as a reflection if the surface were a mirror. If the camera is 30° to the SW the light needs to be 30° to the NE or close to it. 2... have you animated any of those properties yet? gamma is not the problem here.
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General rule: If a material allows you to do more than the properties of a group would have let you do, you'll have to render it to see it.
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I recommend leaving the A:M setting at 1. That seems to get me images that look correct on everyone else's screen.
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I find gamma explanations often confusing because depending on whether you are discussing an image making device or an image displaying device, the same number can mean opposite results in brightness and I suspect many writers on the topic don't' get that.
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How long should particle baking take?
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
I've rendered some consecutive frames from the same baked CHOR in v15 and so far none of the momentary hair problems are occurring, so eventually I guess I'll need to boil this down into an AMReport regarding V16 or V17. Why not re-render in V15? Because stereo rendering with multipass (more than 1 pass) doesn't work in v15 and I need to render with multipass to get a saved depth buffer in OpenEXR renders and I need the depth buffer to use FakeAO. -
I think that's a "no". They are "pasted" into the scene from the camera view and will always appear to face it. I once used A:M cloth for a spritelike effect with no sprites that turn in space http://www.hash.com/forums/index.php?showt...;hl=money++drop Stiffer cloth settings would make them more like rigid sprites.
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is it possible some parameter needs to be animated in the chor to make the waves move? Just for clarity, you might strip that down to one wave material and test settings.
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I temporarily set the transparency to zero and could see spec reflection of some ripples on the black surface. So at least the waves are there. I rendered one second and saw that they are moving VERY slowly. What parameter in the wave material controls their speed? Try making that about 10x higher and see what you get. Also aim the Keylight nearly perpendicular to the surface. I'm a bit doubtful about his expectation that the single plane would make distortions in the picture below. I think you would need to model a box with thickness like a thick plane of glass (and set Refraction to greater than 1) and put the ripples on the front surface. I got some visible distortion that way. Note that I've added an "all" group to make the whole box transparent. Water_B2.prj
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It must be something other than network speed since the render server and render slave are on the same machine, right?
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Here's another situation I'm running into. The Render Slave has finished frame 29 and says it is "Waiting for next frame" It doesn't appear to have crashed. There are no errors reported anywhere yet. Meanwhile Render Server was frame 30 ready to go but can't seem to get the Render Slave to take it. Is there a cause/solution for this besides manually closing the render Slave and restarting it?