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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Something that doesn't cover the same ground as 11second club might be preferable. It's hard to keep those things going. 11 second club is a good challenge for someone who has a command of body mechanics. There's no reason A:M users can't give it a go. 11 Second club has about 200 entries each month but I estimate that's out of a pool of about 4000 people who have ever entered it and might ever again. In other words, it's not the same 200 each month and exceedingly few people enter that for many months in a row. I'm sure quite a few try it several times then get discouraged and give up. Thanks for offering to put up some prizes! Maybe if we let the idea bake a bit we can think of something that won't wear out the forum members.
  2. here's what is in one. It's all sound sync information. I thought this had something to do with NLE projects in the chor, where you could use image sequences and retain their sound element. Perhaps that didn't get fully implemented? ProductVersion=15 Range=3:1.1125 37:1.1125 Sound=../Cairo.wav Crop=0 30:28.3076 Range=3:22.2250 34:21.826 Sound=../Cairo_orchestrated.wav Crop=3:15 40:6 Range=5:11.1125 42:2.1125
  3. When you render to an image sequence A:M creates a .sinfo file to somehow connect sound that was in the chor with the image sequence. How do i get that to work when I import an image sequence back into A:M?
  4. My test was in V16 For the EXR pass I had the ground set as if it were a regular render, none of the shadows only stuff. For the bus, render a regular TGA pass with no alpha with the bus and the background in the render, and another one with Alpha ON that is just the bus and i can take the alpha from that to mask out everything but the bus form the regular pass.
  5. Try changing them to a material on the group. There's an thing now to create material out of group parameters.
  6. that's a charming piece! Great idea for a short. You should have done that as a segment for "BUS STOP".
  7. Glad you're animating again! notes... -his heels are contacting the ground with bent legs. The leg typically is nearly straight when the heel hits. -you do have him continuing down a bit aftr the heel contact. That's good. -The hips will typically turn a bit to follow the legs as they go front and back and the torso will turn in opposition. Just a little. -the back and forth of the arms is normally late compared to the legs. This is largely because they are hanging from the torso which leads them around. -He almost looks like he's leaning back from his walk rather than leaning into it. I've got a whole bunch of notes on posing out walks on my screencam page that you may find helpful.
  8. I finally had a chance to watch the whole original reel. That's a lot of animation! I don't think I've done five minutes of character animation in my entire life. With an eye towards how everything could be polished, the two elements that strike me most often are: - lack of or improper use of overlapping motion. Things tend start and stop at the exact same time and move all together while they are getting there. For example a character might lean forward and the torso and head start and stop at the same time. - isolated motion. This is when some body part moves and the part attached to it moves not at all or moves in such a way that that they don't seem to be interacting naturally. For example, a character might be waving his hand and while the hand and arm move back and forth the torso remains motionless. These are not unique errors on your part. I can show you well-budgeted movies that have these same things going on. Movies that people who teach at AnimationMentor worked on. But while they will give their seven million dollar movie a pass on that because of its low budget they won't give your zero dollar movie a similar pass. In general your acting and staging choices don't bother me too much. I think a one minute reel is a good idea. I think there's enough here that we could identify a minute's worth of material for closer examination. I don't think it needs to have music running throughout or added. There are many shots where just better lighting would help quite a bit even though this is an animation reel and not a lighting reel. There's an overall flatness to it that bothers me. I'll look at this again and try to come up with some more specific suggestions.
  9. It's a lot easier to replace a CD than six years! the year-by-year license is a nice option vs. the CD but I got lots of work done with the CD version, never missed a deadline because of it and never lost one. It's like anything else of value that you carry around, like your cel phone or your credit cards or the pill you have to take at 3PM... you're careful with it. But the yearly-license version is there for you now! Welcome back!
  10. Mark, here's what to do: -replace the Land Proxy with one that does not have holes for the manhole or storm sewer -turn OFF the garbage Can, Park bench, sign, manhole, and Storm drain - got to render and load this Preset -you'll need to set the appropriate frame range, filename and destination -render Hopefully the buses were animated far enough to get the shadows off screen. EXRShadowBufferRender.pre This will render to EXR with Occlusion and Shadow buffers which i can extract in an A:M Composite thanks!
  11. That face bothers me a bit, but I can't put my finger on it.
  12. However, between Angelina Jolie and the tigers, people may be rooting for the tigers.
  13. I looked at that to see what was making the pop at the shoulder, but i couldn't make the pop happen. Problem solved!
  14. Good looking shot. Is that like "zoom blur"?
  15. You got the IK hands figured out, right? Those last two stills look very dark here. Here's some notes on the shot. Ilidrakeshot3_4.mov
  16. robcat2075

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    Well, without seeing it, I'd still say robots are the prime candidate for Holmes' suggestion:
  17. robcat2075

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    Show a picture of it.
  18. The work-around, when going to render, seems to be to load the scene fresh and not scrub the time slider. Just load it and render and then it comes out OK.
  19. Here's an example I just got in rendering These are from an image sequence rendered by two instances of A:M. the first instance was producing not-good splines and the second instance was producing good splines. Exact same pose in each frame but two different results. splinejitter.mov
  20. It's something more than a refresh issue because it will be visible after teh screen is redrawn for each new frame. I should note that this isn't something I'm getting during spline or muscle mode animation, this is in regular moving bones around animation. My suspicion is that it happens on CPs that weighted to more than one bone but that's just a theory.
  21. Occasionally when I'm animating the splines on my model will stop smoothly interpolating thru their CPs. Suppose several patches are twisted then straightened out. The CPs move to their correct places but the splines going thru them don't' quite adjust right it's as if the angles of intersection has frozen. like this. I've marked the corresponding angles with red green and blue arcs. So far, saving and reloading is the only sure remedy. Anyone seen this and know what causes it?
  22. Quicktime has great compression and almost everyone has it.
  23. Rendering_an_image_sequence_to_a_movie.mov
  24. Seeing that picture of the real wood object makes me want to try to get that look with A:M.
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