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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. What isn't working now?
  2. When you have AO on (real AO) , an AO buffer is created in the EXR render
  3. A-HA! Thanks Mark! I think that was a leftover from the AM2001 skeleton that I took out to put in TSM2. So... how are those bus shadows doing?
  4. You mean you did the copy and paste and the extra channels dont' get created, right?
  5. Don't worry, it only takes 15 years to get up to speed.
  6. I'd be real curious to see what the other auditions looked like in a situation like that.
  7. Sorry I didn't completely read your question... This is done in the model window with >New>Decal rather than as a material After you've Applied" it you can set it as a Type>Transparency
  8. After you position the top and bottom of the image, choose Application Method>Cylindrical before you "Apply" the image. A:M will wrap it for you. Object must be centered on Y axis when you Apply, you can move it after.
  9. Yup, it does crash my v15, but my v16 can load it
  10. I'm impressed!
  11. That looks real sharp! Thanks for showing that. I'm glad you're loving A:M.
  12. I've made simple test case that does it. I haven't sent this to Steffen yet since it's a minor thing and I suspect it has something to do with my Shaggy model but if anyone wants to go Agatha Christie on it here's a screencam and PRJ: MultipleTranslateChannels.zip
  13. Here's the process of blocking and inbetweening a basic walk in the chor. Post #20 http://www.hash.com/forums/index.php?s=&am...st&p=345732
  14. Could that be a filterproblem? Like selecting all x channels in the chor? Etc. ? But it only happened on this one Null There are several identical pairs among them but most are unique.
  15. Anyone seen this before or know what causes it? It's only happened on one bone in the whole chor and I haven't tried reproducing it yet.
  16. Nice peg!
  17. I like that hair treatment!
  18. It got discussed here a bit http://www.hash.com/forums/index.php?s=&am...st&p=343784 forum search on "Normal" gets you stuff http://www.hash.com/forums/index.php?act=S...hlite=%2Bnormal
  19. Newton will "explode things". Do the sprite explosion AND use Newton to make some chunks flying out.
  20. To model an inside of a shell structure you could use Steffen's Puzh replacement plugin to quickly get a slightly smaller version. It's out there. I don't have the link.
  21. Absolutely true. And Welcome back to A:M!
  22. 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.
  23. 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
  24. 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.
  25. Happy birthday, Holmes, and thanks for all your helpful contributions to A:M!
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