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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Make sure the "darkness" of the light is set to 100% is you don't want it to penetrate a surface. Anything less than 100 adds brightness to any shadows cast by an object.
  2. Can you show a real life example of what you want it to look like? I'm not sure yet what you are going for.
  3. hey, that gives me anther idea for a collaborative project!
  4. It is tricky and why so many people have trouble with it. The leg does bend again after the heel contact. It doesn't stay straight. It's absorbing the weight of the body falling on the leg and getting set to push up again. Have you watched my videos on posing out a walk? (in the screen cams link in my sig) One of the things I show is the up and down of the hips as the walk cycle progresses and you can also scrub through the sample walk footage to examine that more. Watch those.
  5. is that contest still running or was #6 the result?
  6. robcat2075

    TSM Rigger

    There have been times when having other bones present (for fans, for example) seemed to prevent Rigger from seeing all the systems it should. However it wasn't a consistently reproducible problem.
  7. Yes, you can do that by editing your first post.
  8. No, I meant the "transparent AO" option that regular AO has. The one that says (Slow!) I wondered if maybe with all the glass you had tried it. But i guess that means you used regular AO without the transparent AO. FakeAO is based on the depth map so it can't do transparent AO. But animation isn't a problem for Fake AO.
  9. Are those done with transparent AO or not?
  10. I think a BUS STOP type thing doesn't need to be a contest. A Mascot thing needs to be a contest because we need to choose one mascot, but a BUS STOP thing wants as many people to try and be pleased with their participation and not feel like they've "lost" or came "that close".
  11. robcat2075

    TSM Rigger

    You can still run rigger in V15. The characters will still work fine in v16. Does even a plain vanilla TSM set up not run in V16?
  12. Is this like a "breakdown" list that says what you did on each shot? That would be ok printed out somewhere If the shots are all all your own work I dont' think you need it. I wouldn't put a chapter list on the actual video, just run the clips.
  13. robcat2075

    TSM Rigger

    I couldn't resist... I tried running rigger in V16 and it seemed to finish as expected. My 32-bit v16 is only beta5, not the latest RC, but what i have apparently worked.
  14. robcat2075

    TSM Rigger

    Since the crisis is passed I may not get to this quickly but I'll make a mental note to look at this later.
  15. robcat2075

    TSM Rigger

    I have had that happen when i was doing custom scripts. Not sure of the exact cause If you want to post it or send it to me I could try to look at it later.
  16. The body looks good. There's something about the proportion of the fingers to the hand that looks odd.
  17. I'd call that one "paparazzi flash bulb." cool find.
  18. I didn't see the sound version until too late, but you pretty much got that across without the sound! (You oughta delete that top one and point to the replacement)
  19. Another element is that the reflection from the glass will be two if you're close enough. One from the front surface and one from the back. And if the windows is dirty that can mess the reflections up too.
  20. -You've got a straight leg when the heel contacts. That's good. It's supposed to be straight. However, you might try to pose that so it's just a hair off of straight so that there isn't a huge knee pop when you fix the next thing... - the body is moving back up right when the heel contacts. The mass of the body really squishes down for a few frames after the heel contact before it rebounds up again. - the hips look very stiff. you can turn the hips to the left when the left leg is forward and to the right when the right leg is forward. It's a very slight oscillation. -The shoulders can counter the turn of the hips.
  21. In 3D I think you'd have to suggest it rather than duplicate it. But he's still rebounding the moment his heel hits. If he slunk on thru before his back foot came off the ground maybe it could be done. Remember the back foot is what has to push him forward enough for him to coast up and over the leg in front. If the back foot is already sliding forward on the frame after the front heel hits, it hasn't done much pushing.
  22. Aside from refraction (not a huge issue in flat planes of glass) the reflection of glass is other main thing. Glass reflection is not uniform. Looking flat at it, it has fairly little reflection, maybe 10-20%. Seen on edge it is almost completely reflective, maybe 90%. In A:M you can do this with a gradient combiner material, setting the first attribute to ~20% transparency and the other to ~90% and setting the "Edge Threshold" to 50%. A very large or antique pane of glass with probably have some deviation from absolute flatness. "Roughness" can do that with the "Scale" set quite large.
  23. I just tried notes in V15 and that worked too.
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