sprockets Tinkering Gnome's Sparkler PRJ Shelton's new Char: Hans It's just donuts by ItsJustMe 3D Printing Free model: USS Midnight Rodger Reynolds' 1950s Street Car Madfox's Pink Floyd Video
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
  • Posts

    27,776
  • Joined

  • Last visited

  • Days Won

    343

Everything posted by robcat2075

  1. That's hysterical! Those whiskers could be made of cloth if you want them to be dynamic but don't need to pose them.
  2. Here's a bare bones test I did in v13t that sims for me. v13ClothTest.prj in the chor window, >Plugins>SimCloth simulate The grid should fall on the lump.
  3. first Q, you are running v13t?
  4. I think we pondered that previously and decided they could not. That's my recollection. Anyone else have a work-around? I suppose it needs something like light lists where you could define what objects are affected. In a pinch i can imagine split render and compositing solutions that might suffice.
  5. And I'll butt in one more time... Now that I've seen that chart of the characters there may be parts you can use the AI wizard to make. basically, you use some vector program like Illustrator or Phtoshop, or Freehand (that's the catch) to make outlines of shapes like this The AI wizard has options to fill in and bevel the shapes. I used the above outlines to make parts of the mechanical arms on my spacepod model http://www.hash.com/forums/index.php?s=&am...ost&p=96755 Any shape that is basically flat but has a complicated shape, andthat you'd want to have beveled onthe edges is a candidate for AI wiz usage.
  6. Select group, >Plugins>Wizards>Duplicator to access it. these were the settings for the 5-across copy Here's the PRJ with the various steps as different models. DupeWizDemo01.prj
  7. If you have a lot of repeating geometry like that that you want to truly spline, the duplicator wizard will simplify the creation of it. 1)model one post sticking from a flat surface but leave off two sides of the basic "square" 2) select it and use the duplicator wizard to make copies of it in one direction and then attach the free hanging cps that are meeting each other. 3) delete those joined CPs 4) use the dupe wiz again to copy the whole thing in the other axis direction 5) attach and delete the remaining free hanging CPs 6) you still have to turn on all the five-point patches. ( I didn't say it was fast, just easy. ) Even if your object had these details in a non-regular grid arrangement, you could use this technique to get the mesh done, then slide parts around into their intended positions.
  8. hmmm... I'm going to guess there are two splines occupying the same space. Probably not good. I'd delete one before dong the join.
  9. And don't forget to enter some of these guys in the mascot contest!
  10. And don't forget to enter some of these guys in the mascot contest!
  11. I think what you are asking is if it's ok for two shapes to intersect? For one to stick out of another? Yes, that's OK. That won't cause a rendering problem.
  12. He really ought to have a happier smile! If you add a slight Force with some turbulence to the side you can get fluttery snowflakes. did you notice how the snow flakes keep their horizontal position as they slide on the hat? that's odd.
  13. I'd prefer to see the images that will display in the page more or less limited to the ones that compress like JPG and PNG. Maybe huge things like TGAs could be uploadable but appear as a download link.
  14. A-ha! I knew they looked familiar! Great looking characters, John.
  15. I guess I ought to get around to reading that some day!
  16. Robert, That's an important observation as it should help prevent that 'falling into place at the beginning of the animation' look. If I understand what you are saying correctly... If we delete all other keys around a specific generated set of keyframes we can use that as a starting place? If true then we should be able to scrub through a simulation, find the ideal keyframe sets, delete the rest and use that/those as a starting place. I suppose you could use it as a technique to model in some permanent scrunches in a cloth. Yes, you can restart a simulation from any point if you've deleted all the keyframes after that. I my current case i didn't want the clot to maintain a crumpled look at the end so this was more a cautionary note on my part.
  17. "Bloom". That's what i was thinking of. It tries to simulate how bright specular highlights on film can spread beyond their normal bounds. It has something to do with light excessively ricocheting betwixt the film surfaces.
  18. One cloth observation... if you stop a simulation at some midpoint, perhaps to fix an intersection, and then restart the sim at that point, the cloth seems to regard its shape at that moment as its default shape and will seek to maintain that rather than whatever its original shape was. For very floppy cloth this may not be obvious but on stiffer cloths it looks like it has peristent wrinkles in it as it moves about.
  19. btw, you can also install and run the v16 beta. It's pretty good and faster in many ways.
  20. Planet glow makes the brighter edge around a planet with an atmosphere. I think that clip is a combination of highlights that have been upped in post and soft focus on top of that. A:M has a post fx to exxagerate plugins, i forget the name, but doing it in post gets you more control. You can do soft focus in A:M be putting a blurred 50% transparent layer over a sharp original in a Composite project.
  21. It's too situation dependent for that. That's my take on it right now.
  22. well, the high stiffness, was on the chains, but these pants are pretty high too, 4000. My goal is to find some work flow that will always lead you to the right settings but I'm not there yet. Sometimes very small changes can make the difference between quick failure and something that will work long enough to be useful. These pants tests you see here are the result of probably a week of trial and error watching things go off the rails, trying to gain some insight into it all. In general: your cloth mesh needs to be fairly dense because simCloth is only aware of the CP positions, not the splines in between. Also, thin meshes have trouble folding enough to fit in tight pinches. Cloth doesn't like being pinched. Deflector meshes can be more normal. "Collision Tolerance" is better at low values. This gives cloth more room when it is caught between two surfaces. These pants used 0.5 "Sub steps" and "adaptive subdivision" need to be higher for clothing situations. The defaults of 4 and 3 mean the frame can be subdivided into up to 4... 8... 16... 32 time slices For the pants I used 25 and 5, allowing for up to 25... 50... 100... 200... 400... 800 slices
×
×
  • Create New...