sprockets Learn to create your own tool bars! Behind The Scenes: A:M and Animatronics Jeff Cantin's Classic Splining Tutorial Strange Effect, video demo and PRJ included John blows up a planet, PRJs included VWs by Stian, Rodger and Marcos Myron's band gets its own wine!
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
  • Posts

    27,959
  • Joined

  • Last visited

  • Days Won

    350

Everything posted by robcat2075

  1. I just noticed the thing about the duplicate phantom models. If you just make a brand new blank PRJ, import that one model, drop it in a chor... and that creates a whole bunch of phantom models?
  2. I haven't read this in detail but the key things I see are "v14" and "memory". If this is a bug it won't get fixed in v14 since that is past. If it's still a bug in v16 you could submit the PRJ that does it and steffen woudl probably find the problem in no time. But a lot has been fixed and changed already in v16 (and it's lots faster). I'm sure someone has suggested it already, but... move up to v16. that aside, I see lots of lights. Are they z-buffered or ray traced? Whatever they are, have you tried the other? When i have something that crashes a render I try removing items one by one until it works. Then I have some clue about what was causing the problem.
  3. Walking on an endless sea of white sand. He's going to look good.
  4. Make one cross-section that's curved right, then you can just extrude that forward as many or as few times as you want to make most of the rest of the roof.
  5. On a real bus they'd be separate pieces anyway, no?
  6. I'm confused about the "windows", those look like they will be filled in patches to me.
  7. I didn't catch that last update. That's a great looking set, even in gray!
  8. Hey, that looks like some splining going on!
  9. I should note that to make sure a setting that is normally a default be explicitly saved in camera settings, you must set it to something else, then set it back. If you just leave it at the default it will have no setting and might be overridden by whatever was set in the last work you did in A:M. The render presets are simpler since they automatically capture even unset default settings, but they are a file separate from your PRJ and you have to remember to use them.
  10. robcat2075

    Face Rig

    I recall Victor Navone saying here once that Toy Story (1) was animated entirely with off screen sliders. No on-screen bones. That was long before he got to Pixar, so maybe he heard it wrong, but that's what he said.
  11. robcat2075

    Face Rig

    Because it's "there" where you are looking anyway. When i was doing AnimationMentor and we got the "Bishop" Character everything for the face except the jaw and mouth corner controls were done with the Maya equivalent of a pose slider and so when i made my A:M version of Bishop I did that too thinking that was the way it was done. But I hated that. Over in your pose box you have a long list of sliders like Left Lip Upper 1 Left Lip Upper 2 Left Lip Upper 3 Left Lip Upper 4 Right Lip Upper 1 Right Lip Upper 2... ... and on for about 40 items Everytime you want to adjust something you have to scroll through that box and read the labels to find the one you want. The problem with pose sliders is they represent all adjustments as a horizontal scale even for things that do not move horizontally. And they are not on the face. I very much prefer having a control on the face and that's what I've done since. When I want to adjust an eyelid or an eyebrow or a lip I like a control that is right there on what i'm moving. My preference may be too on-the-face for some and it doesn't look glamorous. Maybe they don't like the controls obscuring their view of the face and that's valid. These instrument panels we're seeing like Ken is showing are sort of a compromise between the two extremes. It's near the face but not on it and it doesn't abstract everything to a horizontal slider. But me... I prefer to have all those control details on the face itself.
  12. robcat2075

    Face Rig

    Yes .... but why would anyone want to? .... The more I look at other programs, the more convinced I am that A:M has a vastly superior constraint and animation system ... for those who know how to use it ... I'm with you! I don't see much there that we're not already doing and I don't see anything that we can't do.
  13. robcat2075

    Face Rig

    Interesting. That certainly could be done with A:M, although I'm getting to be less a fan of control-panels-on-the-side interfaces. What's a "brown bag"?
  14. you need an anticipation before each big stab
  15. No, they can not be re arranged. however, you can make a "selection Filter" (I've been tellin' you about those) for any set you want, causing only its members to be displayed in the PWS, and you can easily recall that Filtered set anytime after that. Two videos at this link
  16. Although it is sometimes said "half of English is mispronounced French". Thanks to William the Conqueror and 1066. I recall being in a cathedral in Germany in the 70's and seeing an inscription on a wall that was not in modern German but "old" German (according to the tour guide). It surprised me that that somehow resembled today's English more than "old" English does. I had German in school from the 7th thru 12th grade but aside from the first year the teachers were not very rigorous so not much was learned.
  17. We're glad you didn't go away mad! Be sure to show us that clip when you get it done.
  18. Welcome to the forum! I don't know what's causing that. Possibly you have radiosity on with odd settings or some other unnecessary render setting set oddly. If you can post a sample PRJ (with everything embedded) someone might be able to do detective work. Meantime... since that's a Kleig light, try changing the Options>Cast Shadows>Type>Z-buffered/Ray traced setting to whatever it isn't set to now. Test that.
  19. Generally, the "ease" property of a path constraint can be used to govern how an object progress along a path. Key in a percentage on any frame to make the object be that far along the path at that frame.
  20. Go to Render Options, select Shaded for Quality and then "Show backfacing polys" will appear as an option.
  21. The way to burn render settings into your project is to set them all (and i mean all) in the camera properties in the chor and set your render options to "use camera settings" Alternatively, at render time, you can save a "preset" that captures all current render parameters in a file you can re-load at future render times.
  22. I do best when i put on the Kaiser Helm and the monocle.
  23. That works pretty well. Some narration would plus it, I think.
×
×
  • Create New...