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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Ah. An actual DOF filter will have settings to adjust the "focus" point without needing to alter the depth map. If you are using a depth map to drive a more general purpose blur filter (less desirable) then you'd use something like Photoshop/AfterEffects "Curves" to remap the original grayscale to new values to move the white to black point to new values as needed.
  2. that's very odd that the depth buffer is affected by a shader. It should be registering just distance from camera to surface. But that's with the null shader on? You don't need the null shader any more when what you want is a depth buffer and A:M can make depth buffers.
  3. Yes, single patches are infinitely thin. You can fake thickness by grouping the CPs on one edge and setting the group to "render as lines" and picking a slightly lighter or darker color and a small width value for the line. Then do that for the opposite edge.
  4. Good find, Ken! Mine has no foot sliding during the transition, but Ken's is easier and still uses transition to next action
  5. Turn off all the specularity drop the "Diffuse falloff" to something lower than 100% possibly add some tiny "roughness"
  6. Here's a fixed version that properly transitions. Action_Transition_fixed.prj I was going to explain the steps to do this, but the second time i tried it it didn't come out the same. Obviously I left out some step but I'm not sure what.
  7. I glanced at it briefly... the half-spin Shaggy does is because the model bone at the end of Chor Action 2 is pointing toward the door and just before Chor Action 3 it is pointing away from the door. [theory] If you look in Chor Action 3 you'll see there are no keys for Model bone so during the transition period A:M seems to be going from the keyed rotation in Chor Action 2 to the unspoken default rotation in Chor Action 3. Then when Chor Action 3 take over in full A:M reverts to the Rotation from Chor Action 2 because Chor Action 3 doesn't have any keys for the Model bone to supercede that. [/theory] However if i add keys to the model bone in Chor action 3 Shaggy still does about a quarter turn then back during the transition Is this a bug or a feature? I'm not quite sure. It's a curious problem I haven't seen before and I'm wondering what is different about this situation. I realize this doesn't solve your problem yet, if i have time I'll look further.
  8. I'll use the jimd tracks since they are artist approved. Maybe the original version could be a "DVD extra".
  9. Put a force to the side, and up their air drag, and up their bend stiffness too and I think they'll be flakier
  10. Is he done with hair thickness or image map hair?
  11. I didn't know that was there! I just tried it, I think it fixes the problem, the image in the render window looks like it's getting the AO, however I have an unrelated bug that is preventing me from rendering to file, but I think the FakeAO is working now in 64-bit.
  12. Maybe it won't crash if you put a big patch way back behind the character that occludes the camera background color? I can't test it because I'm still on a 32bit OS. I recall trying that, in my test that also didn't work.
  13. I have a bug report in with Jenpy and Steffen regarding a situation in 64-bit A:M with Fake AO... If a model is extending above the "horizon" of the ground plane into the background color area, that will crash. But the same thing in 32-bit A:M will not crash. So try your shot in 32-bit A:M with 32-bit FakeAO and see what happens.
  14. I suppose one limitation on it being a non-character is if it's a known product like a car that has trademark considerations. But Martin's the lawyer around here.
  15. Wonderful piece! Glad you got that finally going.
  16. You can do a lot of After Effects Style compositing in A:M.
  17. I wish i could get back to that having fun part. If you bottle it, let me know.
  18. Yup, that does resemble "Spike", the AnimationMentor mascot. A bit on the thin side however. It's hard to judge the walk from such a short clip, but I think the feet are too flat footed and the body needs some up and down to it. If you look in the screencam link in my signature there is a vid on posing out walks you might find helpful.
  19. Hey, I missed that entirely. That works real good. You should start a new thread when you unveil a major work like that!
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