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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. On main reason additional geometry might lengthen render time is that the shadowing and self shadowing is more complex. A modeled shoelace casts an actual shadow. A bitmap that looks like a shoelace doesn't create any additional shadow calculations. That said, a few simple tests would tell you more about the trade offs. V16 is twice as fast at rendering as v15, BTW.
  2. A video in which the interplay of paths, actions, action "chor range" and action "Crop range" is introduced. Paths_Ease_Chor_Range_Crop_Range.mov
  3. More patches do render slower but only slightly. Twice the patches might make for 0-5% more time. Lots of R&D is required for each cloth situation but cloth itself is just patches. A very dense cloth will make your real time performance slower and will take quite a while to simulate. Modeled cloth is certainly simpler to work with that simmed cloth and gives you complete control of the result.
  4. Happy birthday, Holmes, and thanks for all your helpful contributions to A:M!
  5. after you choose "Aim at" constraint, turn off the "Compensate Mode" button , then pick your target
  6. I let 50,000 pass without a ruckus but for the occasion of 60,000 views I'll ruckus... has passed 60,000 views! It's probably the only thing I'll ever do that will get 60,000 views. <_>
  7. CP Assignment: Now in an English-language video. http://www.hash.com/forums/index.php?showtopic=39514
  8. If there are no unassigned CPs that would mean that are all assigned to something. There is no truly unassigned CP since every CP begins assigned to the model bone by default.
  9. When any bone is selected (in bones mode) its CPs will flash yellow. Likewise, when the model bone is selected. If no CP flashes, no CPs are still assigned to it.
  10. Turn on "Advanced" and use advanced always so you can see what you are doing. your tga render has an alpha channel. When you render to TGA, the alpha buffer (an "advanced" setting) is on by default. An alpha channel allows something other than the background color to show through instead. Turn that off and you should get your set background color. If you render from the camera view that is "sky" blue by default. If you render from some non-camera view that will be the interface background color which is a dark blue by default. JPG doesn't support alpha channel. Quicktime (MOV) may or may not include an alpha channel depending on what codec you choose. "Animation" codec includes an alpha channel. "Animation" produces large files, dont' use it unless you have a reason to need it. Unless you plan to use your image in a compositing app you don't need an alpha channel.
  11. Welcome back! Yup, if you got questions, someone will jump in.
  12. I think... it has something to do with the "Squetch" rig
  13. TSM2 hasn't worked on the mac for a long time since one of those cat-sounding upgrades came out. It does work fine on 64 or 32 bit windows with 32-bit A:M and, of course, once the character is rigged it can be used on a Mac.
  14. Can you repeat that?
  15. Everything does that in V16? Everything? I've never had anything like that. Post an example PRJ that does that so we can see what's wrong.
  16. If you drag the first model from the PWS into the window of the second model you will get everything in the first model.
  17. robcat2075

    Mystic mist

    When I've run out of info I start testing things. Set up the same object three times with only one parameter changed and observe what happens. And then when you find out tell holmes so he can put it in his wiki.
  18. robcat2075

    Mystic mist

    http://www.hash.com/forums/index.php?showt...p;hl=tiddlywiki
  19. robcat2075

    Mystic mist

    I think Holmes's parameter wiki might cover it. Look for that?
  20. In A:M I just selected all the phantom folders and things that looked weird and hit delete and resaved under a new name. Never save new versions onto old filenames. Save all your old files so if something really odd happens it's easy to go back to when everything worked and compare and see what changed.
  21. I'd open the model up in a text editor and first I'd look for something that looks like the problem When i opened your chor the model folders had just a "drivers" folder and two constraints in them. I'd look for model tags that have that in them.
  22. I'm doubtful that 5'10" is too big. But if you can show me a case demonstrates that would be useful to see.
  23. Yes. In that case the Normal version seems to do better at suggesting "AO" in the crevices in the absence of any AO, "Fake" or Real.
  24. 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. Yes, I think that works well when you have a plan for the model, but less well when you have to go back and stitch in new sections. My problem is that I frequently don't know what I don't know, and have to deal with issues when I come across them. I'm sure that will improve in time, though. It's funny, I feel a bit better at modeling people than mechanical things. Yup, part of spline modeling is "seeing it" before you make it. But backtracking and redoing things occasionally isn't fatal.
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