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Everything posted by robcat2075
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Can you post that depth map?
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Very nice, those look chilly!
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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.
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I'll use the jimd tracks since they are artist approved. Maybe the original version could be a "DVD extra".
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Any daylight on this one?
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Put a force to the side, and up their air drag, and up their bend stiffness too and I think they'll be flakier
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Is he done with hair thickness or image map hair?
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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.
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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.
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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.
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2011/v16.0 Mascot Contest
robcat2075 replied to Jason Simonds's topic in Work In Progress / Sweatbox
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. -
Wonderful piece! Glad you got that finally going.
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You can do a lot of After Effects Style compositing in A:M.
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I wish i could get back to that having fun part. If you bottle it, let me know.
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He looks fabulous!
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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.
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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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Very interesting experiments. Perhaps on the bump problem... you could do one regular pass with SSS but no bump maps and a white pass that only has bump maps turned on and then multiply them together in compositing to get the shading of bump maps without SSS distorting it.
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Load it like any other PRJ. I'm not sure how it handles things like models that are not embedded in the PRJ. I suppose it loads whatever filename the model had when the PRJ was saved.
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You'll probably spend more than 15 hours just on the titles. At my HS we just had to show up. that looks real good, your knowledge of lighting really helps. when that fast DOF works, it works well, that's more blur than I've ever gotten it to do. Hint, you can suggest edge thickness to that by making the edge splines "render as lines" and and choose some appropriate color for that tiny imaginary surface. Photoman
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Serg2... that's who I was thinking of!
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I think "Malo" posted a sample topology. Try looking for things he's posted.
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I finally got a chance to finally sit down and read "Greyhawk and the Starbucklers of the Caribbean" that i bought when i saw Mark at the Dallas Web Comic Con several months ago. I really enjoyed it! I liked the story, i liked the banter, I liked the characters and the artwork looked great too. I've never actually read a whole graphic novel before so some of the devices that translate cinematic conventions (like a "Voice over") into print baffled me at first but after re-reading a few pages i think I caught on to their cleverness. I can see it being a successful movie. It oughta be! I recommend it and I think there's some way to purchase it in some form or other at the WannaBe Pirates store
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I believe this is the page in question. Why, it's as simple s the New York City Subway System... I have just tried the Flag tut in V13 and the elements it refers to are all there, however, i find that the actual "Attach Group" feature which makes the flag stick to the pole does not work in v13. My flag falls to the ground. Since you have a disc that will also run v14 I recommend you install that to try. You can have both v13 and v14 on your computer at once. Of course you will follow the installer to make sure it is installing to some place that is not your v13 folder. Or, for the moment, you can make the flag tut work by going back to the model window and excluding the first column of CPs of the flag from the Cloth group. Then you can skip the instructions on pg 193 except for the last part where you start the sim going. btw, Attach Groups work in v16