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Everything posted by robcat2075
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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.
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New Childrens Video Finally Completed
robcat2075 replied to detbear's topic in Work In Progress / Sweatbox
And don't forget to enter some of these guys in the mascot contest! -
New Childrens Video Finally Completed
robcat2075 replied to detbear's topic in Work In Progress / Sweatbox
And don't forget to enter some of these guys in the mascot contest! -
New Childrens Video Finally Completed
robcat2075 replied to detbear's topic in Work In Progress / Sweatbox
Hooray! -
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.
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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.
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Files types you would like to post to the forums
robcat2075 replied to Jason Simonds's topic in Showcase
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. -
A-ha! I knew they looked familiar! Great looking characters, John.
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I guess I ought to get around to reading that some day!
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Thom with long cloth pants with cuffs
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
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. -
"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.
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Thom with long cloth pants with cuffs
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
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. -
Group selection problems - Selected, but doesn't show as selected
robcat2075 replied to wildcard's topic in New Users
btw, you can also install and run the v16 beta. It's pretty good and faster in many ways. -
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.
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Thom with long cloth pants with cuffs
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
It's too situation dependent for that. That's my take on it right now. -
Thom with long cloth pants with cuffs
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
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 -
Thom with long cloth pants with cuffs
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
Invisible Man Pants: InvisiPants.mov -
Is it still "mac universal"? I thought v16 went Intel mac only.
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Thom with long cloth pants with cuffs
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
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It's possible that some of those do not represent the ultimate in economy. But better to get it done imperfectly than not at all. Aside from the advantages Fuchur listed, a big one is that it will be much easier to make a smooth surface with minimal patches. Suppose you were lathing a vase. the spline on the left is all that's needed to make that shape and will be smoother than the spline on the right unless you spend lots of time adjusting all the extra CPs to be exactly right. Try it in A:M yourself. On render time, I tried three different spheres in the default chor a 32 patch sphere took 19 seconds to render 24 frames a 2048 patch sphere took 23 seconds a 8092 patch sphere took 33 seconds So there is a hit for higher patch counts but it's not severe.
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Hey that looks cold! Is there some stickyness setting on the drops that might make them slither down the side of the icicle more?
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I haven't gotten these pants to survive the jump over the box like the shorts could, but they work well in a walk. LongPants_700.mov Although Thom is on a walk cycle, the pants had to be simulated for the whole range This was rendered with Jenpy's FastAO. AO really does help make things look "there". And now it's fast!
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That looks good. Did you have to "pitch" this to someone? Is the animatic the pitch? Do they "get it" right away or do you have to fill in details?
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Compared to your pictures, the area under the eye seems too sunken into the head. There's also something odd on the chin causing a crease. Somewhere around here there's a long tut by Jim TAlbot i think about decaling a face. He used photoshop but any decent paint program would do.
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Yes, just about an place where two surfaces meet to form an edge is a candidate for having a bevel, although depending on how the model will be seen many can be skipped. For example if your gun will mostly be seen in someone's hand, beveling the trigger parts may be overkill. I made a short vid about building bevels into your cross sections before lathe or extrude. Look for "Think ahead": http://www.brilliantisland.com/am/amtutorials.htm