sprockets A:M Composite Kaleidoscope Swamp Demon Caboose Break Room Starship Man and flower
sprockets
Recent Posts | Unread Content | Previous Banner Topics
Jump to content
Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
  • Posts

    28,218
  • Joined

  • Last visited

  • Days Won

    397

Everything posted by robcat2075

  1. Perhaps they could reside in the extended set that you see with "show all"
  2. 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).
  3. 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
  4. 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.
  5. 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!
  6. Nice outfit, none-the-less, Are sleeves unfinished or is that the intended structure?
  7. Is he wearing the Rabbit's sweater?
  8. 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.
  9. 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.
  10. I like that!
  11. 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.
  12. Good find, Ken! Mine has no foot sliding during the transition, but Ken's is easier and still uses transition to next action
  13. Turn off all the specularity drop the "Diffuse falloff" to something lower than 100% possibly add some tiny "roughness"
  14. 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.
  15. Can you post that depth map?
  16. Very nice, those look chilly!
  17. 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.
  18. Looks like trouble!
  19. I'll use the jimd tracks since they are artist approved. Maybe the original version could be a "DVD extra".
  20. Any daylight on this one?
  21. Put a force to the side, and up their air drag, and up their bend stiffness too and I think they'll be flakier
  22. Is he done with hair thickness or image map hair?
  23. 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.
  24. 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.
  25. 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.
×
×
  • Create New...