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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. closer...
  2. 256 passes finished yeah , it really needs a rectangular light over it.
  3. Caustics will be needed to get the colored shadows. For the diffuse illumination a simulated area light will be needed, which means multipass. My model is only a bare approximation of the shape they have there. first attempt, not even finished rendering yet. This is done with a light traveling on a spiral which is not the shape they have used in their image, I suspect theirs is more rectangular, but i had a spiral ready to go. The spiral doesn't create a random enough light placement. more R&D would be needed. But i think something very similar can be had with A:M.
  4. Bouncing ball is the atom on which character animation is built. Would there be interest in such a class? It would be about 4 or 5 lessons, each one focusing on some small element and building on the previous ones. Unlike a series of tutorials that are just out there, it would be an online class where everyone is doing the same exercise at the same time. Hopefully being able to do a proper bouncing ball will enable you to more critically assess your other animation efforts and avoid elementary problems.
  5. some blur added on Aftereffects made them look a bit more luminous sparks.avi_Comp_1.mov
  6. First attempt. These are streak particles whose color goes from white to orange to black over one second. the emitter rate is animated in the chor to make it go on and off sparks.mov They need some glow to look brighter. I'm not sure if streaks can "glow"
  7. streak particles would be ideal for that
  8. basically you want some of the facets to flash at various times? how about making a facet a Group and animating it's color in the chor to a brighter color or white briefly?
  9. messed with the colors a bit
  10. Here's a sample jewel project that J Griffin posted in 2003 using (the then new) caustics JewelsCoverFinal.prj I did this render in v10.5 the PRJ will load in current version of A:M but the renders don't look quite the same, you would need to investigate some settings mods to get the original look back. Can anyone tell me why some of the stones are blue in Shaded render even though they are set to be red?
  11. It always surprises me how much faster the overlapped motion looks than the straight motion, even though they are all moving in the same time and moving to the same place.
  12. Shaggy demonstrates. Straight linear, hips first, head first. sidestep.mov These are not fully polished but the basics are there.
  13. A:M makes it easy! Check out my "Simplest IK leg" tutorial in my screencam tuts.
  14. Here are some notes on moving from side to side, which your dancers do quite a bit. http://www.hash.com/forums/index.php?showtopic=39799
  15. Some notes on moving the body from side to side. When the whole upper body moves from side to side as a unit it looks weightless because no flexible body with mass could do that.
  16. additional ideas: -Waiting room. Camera watches various people waiting for the doctor(?) to see them -Airport security check. - Coach class. Camera peers into each row of seats in a jetliner.
  17. If you hold down the shift key when you do "Bake Surface" a dialog box come up that lets you set "resolution" I think the number is like a power of 2
  18. He's looking for new asteroids.
  19. You win $100? That's $100 more than anyone wins at 11SecondClub! Congratulations!
  20. Fabulous news!
  21. that affect how the sprite image aligns itself to where it is flying. The surface direction (the "normal") governs what direction the particles are fired.
  22. Try this: Make the second keyframe something small like 90, then in the PWS, in the channel view, manually move the keyframe fro 90 up past 360. Then you can type in large values in the properties panel.
  23. Particles always shoot straight out of the surface they are coming from Look at Mark's sample model closely. it doesn't have emitters on the bottom of the feet, they are thin slivers near the bottom of the sides of the feet. The patches that emit particles are facing sideways but they are very near the bottom of the foot.
  24. on symmetrical models, what you move or select on one side happens on the other side also. this button
  25. It's in the project menu When I tried loading it it was asking for a darktree file. But my sample shows you how to rotate a material
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