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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. It should be there. Where do you see that?
  2. What's the expected running time of this?
  3. If you have multi pass on and motion blur set to 20% then you need to key your light change to happen from 0:00 to 0:00.2 Yes that's less than a frame and yes, you can type in fractional time values like 0.2 to set to cursor to 0:00.2 Does that clear it up?
  4. And there was much rejoicing.
  5. If you got something that you know should work (it opens correctly in other apps) that would be a good case to send to AMReports. Especially something that crashes, because those seem to have to most apparent causes (to Steffen, once he can witness them).
  6. "Draggula" You got me wondering.
  7. I notice that in the original the white background is not stark-raving white like mine but a more nuanced gray gradient. That's probably important.
  8. We definitely want to see that when it's done!
  9. in the model window>Info That will offer a "Patch" count which is the surfaces between the splines. that will be roughly near the number of CPs in a model. A:M has "CPs" not "vertexes". a 10x10 patch surface has 121 CPs but only 100 patches
  10. Will is on the right track. Here's some official detailed explanation of the things in the mtl format Alias/WaveFront Material (.mtl) File Format the Google has numerous other leads
  11. The wiki wasn't an official Hash thing, it was on someone's site, right?
  12. Welcome to the forum! There aren't exporters in A:M for those formats but OBJ export can do the mesh (and textures in the current version of A:M). I'd be very surprised if Blender can not import an OBJ. I think exporting to .X format will also include rigging. A:M users use that quite a bit for exporting game assets. You might inquire if Blender can import .X files. To use any export plugin, Right-click in the model window>Plugins>Export>choose format
  13. The import worked but I notice there's a transparent gap where the two sides of the map meet. Was that in the original?
  14. v16 has an updated OBJ plugin, have you tried that?
  15. Have a good day, Mark and thanks for all your problem solving!
  16. I made my disks by squashing a sphere, but I think mine are too skinny. lozenges0C.prj
  17. the reflections could still stand to be darker but I think this is very much in the neighborhood...
  18. wait I think i got the reflection problem solved. How about this, Matt? This is closer to the appearance of the disks in the sample image...
  19. also... use the "Glossy" specular plugin shader for the little spec of highlight that is on the lower left edge of the lozenges. I made a brief test and the initial problem i had was getting the reflection of the underside of a lozenge to be dark rather than show a reflection of the bright topside of other lozenges. sudden thought... there might be some application for that new reflection shader in solving that.
  20. Hay, matt... part of the glass look in the image is a using a gradient for the reflection value. Surfaces seen more flat to the camera will have less reflectance and surfaces seen on edge will have more. Try that.
  21. btw, I noticed that ray traced lights and z-buffered lights give somewhat different results with caustics. The very curious will want to experiment.
  22. The edge detail is important too. if I turn up the refraction that adds some. I'm not a lighting person. Do not regard me as the last word on what is possible.
  23. I think the edges being darker than the faces has something to do with it. that's something I'd try to pursue if I were going to pursue it.
  24. It will be out of the water enough to see the rudder? Not that being complete is bad.
  25. This is interesting, however, in the Shaggy case I showed above, he doesn't have porcelain on him. My main suspect remains CPs weighted to more than one bone.
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