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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. 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.
  2. It's too situation dependent for that. That's my take on it right now.
  3. 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
  4. Invisible Man Pants: InvisiPants.mov
  5. Is it still "mac universal"? I thought v16 went Intel mac only.
  6. this version has patches about 1.5 cm square. I tried 2cm earlier and that seemed too coarse.
  7. 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.
  8. Hey that looks cold! Is there some stickyness setting on the drops that might make them slither down the side of the icicle more?
  9. 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!
  10. 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?
  11. 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.
  12. 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
  13. You can make spotting them easier by setting "Show backfacing polys" OFF in your shaded render settings. Also, the you can hold down the SHIFT key while you use the Patch Group Mode to select several patches and them flip them all at once.
  14. I looked at the page but i'm not sure where to click to see the movie.
  15. Hey, that looks pretty nice! I suppose one thing that would plus it is to have a tiny bevel on all the edges so they're not so perfectly sharp. That's tricky to do after the fact, it's easier to build the bevel into the shapes when you're making them. I don't know much about gun terminology so i can't give any quick pointers like the _____ needs to be rounder or something like that.
  16. that looks sharp! but I couldn't read the opening text, it was too dark.
  17. I had thought about that... but I think from certain angles they would look funny. They're gonna look funny in front of hair too. you could put them on the end of a bone and constrain them to alwayspoint to the cam.
  18. Yeah, include a test case he can load. How about just putting them in front of the hair?
  19. Have you done this?
  20. Looks like a happy guy! Yeah, that's a neat treatment.
  21. A chain mail shirt would have little air drag. A silk shirt would have much air drag.
  22. Cloth doesn't really stretch much. Rubber stretches. I'd set "Stretch Stiffness" fairly high. Set air drag fairly high too. Cloth shears more, that doesn't need to be very high.
  23. What would this do that we are not already doing? That's really what an action is for. Reusable, repeatable motion. Expressions are for when you want to take the value of one property and use it to drive the value of another. A classic example is making toon line width decrease as an object's distance from the camera increases. An idea I've been toying with is using expressions for crowd simulation where characters would do different actions semi-randomly based on how near they were to other crowd members.
  24. Possibly, but animating the motion of all the bones that have to move to make a walk via math expressions would be a very daunting task, rather like CG animation was done 40 years ago.
  25. There's also a button for that in the Tools>Customize>Commands tab that you can drag out to your other tool bars.
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