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Everything posted by robcat2075
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Sharp looking stuff!
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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.
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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.
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Go to Render Options, select Shaded for Quality and then "Show backfacing polys" will appear as an option.
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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.
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I see anticipation at work!
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I do best when i put on the Kaiser Helm and the monocle.
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That works pretty well. Some narration would plus it, I think.
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In my test i got keys on on all the lower bones too. For me it wasn't apparent until after the save. The Filter sets are VERY handy. I put a video up on them in the Enhanced Selection Filter thread.
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Key branch will key not only the bones I select but all the bones that are lower in the heirarchy than the selected bones so that won't do for what i want to key in this situation. However, i tried it and still got "Bone Position" keys.
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Danke sehr! Four trips to summer German Camp were not wasted! The immediate problem is those "bone position" channels which may be useful for something but in this case are really making a mess. Pasting rotate and translate keys shouldn't be creating those. If I delete them all, the animation will return to normal You're on to something here! If I turn off the Translate filter before I do the paste, i don't seem to get Bone Position channels. However, I need to have the Translate filter on because I need to paste translate keys. The work around for all of this is to have "Key Bone" on when you do the copy of several bones (as i did in the video) THEN turn on "Key Model" before you do the Paste. This will paste the keys correctly without creating the problem Bone Position keys. It's possible this is the correct workflow anyway, but I haven't checked to see how previous version handled this.
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Electric groundhog! He could just about make his own shadow.
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Auf Deutsch! KeyPasteTest.mov I don't know why it happens, but this is the first time I've been able to repeat it.
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If that 2003 CD runs v9 I'd strongly suggest moving on to the current version v16. v9 had a lot of growing pains.
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8 years is a long time ago in software. You can find the last update that will run on your CD at ftp://ftp.hash.com/pub/updates/ If that's at least v10.5 the interface looks very similar today still. but v16 is much nicer and more stable. welcome back!
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I'm not sure the crease is because of the five-pointer but maybe more that the splines on the sides of it aren't making smooth curves.
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Multiple 'Phantom' Model Instances in Project Workspace Tree
robcat2075 replied to genocell's topic in Showcase
He has tags... but they aren't empty, there is stuff inside. I wonder what an EMPTYDRIVER tag is for? -
There is no stationary moment. Look at the reference footage in my walk tuts. It never happens.
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Multiple 'Phantom' Model Instances in Project Workspace Tree
robcat2075 replied to genocell's topic in Showcase
Glancing at it briefly they all seem to be a vestige of some sort of constraint. They all constrain a "1 left foot" to "1 left foot" and likewise for "1 right foot" Odd I notice most of the items in Chor 004 do not have "Shortcut to" in their names. Did that just happen or did you rename them to exclude the "Shortcut to" part? -
I haven't noticed it yet, but If you can make a test project that will always do this when it's opened that woudl help identify it.
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It's Real Close Now©. Every week for the last three months I thought "I'm just a couple days from finishing my segment!" So you'll be glad to know... I'm just a couple days from finishing my segment. Thank you for your patience.
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Smooth/Peak does the same to channel splines as Smooth/Peak does to model splines
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How about rendering normal to EXR and getting the AO buffer?
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4-6-4 Steam Locomotive & Tender
robcat2075 replied to R Reynolds's topic in Work In Progress / Sweatbox
Bump maps approximate surface angle by how much the gray scale changes from one point to another. Although they resemble elevation maps each pixel isn't really representing a height. It's the difference in gray value compared to the neighboring pixels that is interpreted as surface angle. Normal maps store the angle (and height?) of that surface at each pixel adn don't depend on the value of neighboring pixels. The colors don't really mean much visually, they are just RGB values re purposed as XYZ values and those are used to drive the shader. Bump maps have the advantage of being easy to paint by hand and can also work as displacement maps. Neither Bump nor Normal maps create any actual surface displacement, just the shaded illusion of it. That's my layman's explanation. I don't really understand the math of either one. -
If you buy a $79 subscription, you've got the program and any updates for a year, no other purchase needed. A subscription is locked to the computer you install it on. If you purchase the $299 deal you get a CD which acts as the key to start A:M on any computer you want to install it on, but you need to have the CD in the drive. The CD doesn't expire; any updates that run with that CD won't expire either but I'm not quite clear on how long you get free updates with the CD. I think if you buy both you pay for both. But I've also heard if you buy the CD version you get a subscription version also anyway. I'm not sure on that.