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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Yes, animate the bone in the chor. That will be dramatically simpler. One of the oversights of TAoA:M is that it doesn't explicitly introduce keyframing in the chor. It demonstrates keyframing in an action which is mostly the same buttons, but it doesn't mention that you can and mostly will animate in the chor for most things.
  2. That's weird. Does it expect you to place the white point manually? time or money... pick one. have you looked at this one?: http://www.dofpro.com/index.htm rendering at double size with all the lights and shadows off just to get the depth map probably wouldn't take too long. If the depth map is never anti-aliased then you could render with just one pass and be no worse off.
  3. The flickering is probably inadequate anti-aliasing as Paul suggested. More passes with multi-pass with Soften ON helps, but thin, high contrast lines are always challenging. If you're not using multi-pass, rendering at double size and scaling down can help too. I recall seeing stuff like that on early CG movies like "Antz". Now studios have the computing power to grind away on these things until the jaggies are gone. I'd let that train just barrel through the scene without stopping. WHAM! For the fog I'd experiment using a fog image that is all black at the interior of the tunnel. This might prevent the tunnel from looking like it's illuminated inside when the train goes through. The image might look something like this: Merry Christmas!
  4. Yes. Or sometimes only the tip and base of a bone will be visible.
  5. just to check... -you have the mac version of the plugin and not the PC version. -The Folders panel in the Options tab has a path to the folder you put it in. This sometimes doesn't happen automatically if you have multiple versions installed.
  6. I like what they did. It's more interesting than pausing to watch him put his robe on. Someone was thinking on that one.
  7. I just watched that shot and they're cheating a bit, you can only see his feet while he's getting the first sleeve on and the second sleeve is seen from the back in big flurry of action. It looks good but you never see an arm go into the sleeve, just coming out.
  8. Perhaps in that case they could have mo capped the robe too? I'll remember to look for that one, next time I see it.
  9. Could you describe that more? I'm not sure what you are wanting to do.
  10. I too have had unwanted "Bone Position" keys that made for very odd circumstances until i found them. Hopefully someone can deduce the misstep that creates them.
  11. I don't think you can peak only one side of a CP. The whole CP is either peaked or not. You can peak it then move one side to resemble its former unpeaked shape.
  12. It looks quite ethereal. Increasing the air drag will reduce the tendency of the cloth to swing like a pendulum.
  13. I tend to set it to one and leave it at one. No over ride key that i know of, however you can manually type in any new value for rotation in the properties panel, or drag on the value in the properties to alter it in increments of one.
  14. May all your stockings be full!
  15. Perhaps they could reside in the extended set that you see with "show all"
  16. One more hint... When doing a two-sided t-shirt, don't peel off the front until you've ironed the back side on, otherwise you'll be re-melting the front decal onto your ironing surface (which should be hard, not a soft ironing board).
  17. BTW, I've noticed the TGA file does not load into Photoshop as being 240 ppi like the original Photoshop file, so I've also uploaded a pdf version which should properly remember that it is 8.5" x 10.5" for printing purposes
  18. Is it possible to define some more smiley-type images, that are not actual smileys but are A:M interface buttons? So when someone is lost on what the "Patch Select" button is we can just insert the image without having to screen cap anything.
  19. Here is the file i used to make my TWO-Shirts for the TWO World premiere so you can make your own too. TWOTShirtParts.pdf (this one should print as an 8.5" x 10.5" page) TWO_Shirt_Parts.tga (this one may not print at correct one-page size, needs to be printed at 240ppi) It should all fit on one 8.5x11 inch iron-on sheet Print it out, cut out the parts and arrange them as you see fit. You may delete parts if you wish. The "festival-goer" version is like this on the front: and this on the back: The "fashion version" (which i prefer, now) has just the red mechanical heart placed on the left front with no slogan, and "The Tin Woodman of Oz" title on the back. When you are cutting out the parts try to exclude as much white as possible, but don't cut out the drop shadows. Happy TWO-Shirting!
  20. Nice outfit, none-the-less, Are sleeves unfinished or is that the intended structure?
  21. Is he wearing the Rabbit's sweater?
  22. 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.
  23. 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.
  24. I like that!
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