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Everything posted by robcat2075
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got it, thanks!
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Thanks for all your inspiring work, Happy birthday!
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The the 24p to 30 conversion is done by the DVD player and has never needed to be stored on the DVD. That's part of the DVD spec. Some old DVDs have movies stored as 30 fps video but they didn't need to do that. There is a whole universe of 24 fps DVDs that we've all been buying and renting *for years* and playing on our NTSC TVs without a problem. That's because the DVD players have been doing the conversion. The movie doesn't need to be stored as NTSC to be played on NTSC sets.
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You'd think it would be a simple option to add to software, converting stuff to 30 or 29.97 is an extra step they could leave out. But no, it seems to be a big deal to do.
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The one with grain is real AO (error caused by under sampling) the other image is the light rig AO approximation.
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All the animation is 24fps. That's the major reason. TWO was done in 24fps but the DVD is 30 and created the 30p footage by crossfading frames. It's watchable but 30p footage takes more space on a DVD than true 24p footage and is less clear frame for frame than a true 24p DVD. The software i have converts 24p footage to 30p by repeating every 4th frame which is a poor method. Almost all the movies you see on DVD are 24p DVDs. DVD players convert 24p to 30i at playtime.
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Your right screen cap shows the "Lock CPs" button on. The one with the picture of a lock on it.
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not sure i understand, wishful thinking overpowering all other input: the fast AO was for v16 - are you saying it works in v15? (*swoooon*) FastAO only works in v16 but there's no reason you can't load up your project in v16 to give it a try. less certain about what you mean here. well, i thought maybe there would be a type of light more suited to the task (but i think you answered this already with the "areas will be rather over-simple" without AO). or, say three main factors in any light's properties would set one in the right direction, or a render property to be avoided... i dunno. it's not easy being a newb! Shadow mapped Kleig lights have that "softness parameter that is nicer than razor sharp shadows. In a few tests I used a VERY fuzzy kleig and an only slightly fuzzy kleig from the same angle to light objects. The result is a shadow that's not quite so uniformly dark all the way across, sort of like AO shadows Tank Treads car paint And before there was AO avaiable people were creating large arrays of lights to simulate ambient light coming from all directions oi! perfect. thank you! you make it seem easy, stress reduction in progress. i've so little time, and am constantly being plagued by a steady stream of ideas, creativity bouncing off ever-increasing amount of facets of insight in 3D. (empathy to frozen Walt Disney) Remember Wendy Carlos? She had a line about electronic music that applies well to CG... "every parameter you can control, you must control"
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You've got "Lock CPs" on
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Simple lights will give nice shading on lit surfaces, but the shadow areas will be rather over-simple without some technique such as AO. Why not use the AO effect in your lighting? If you are on v15 you can use the v16 too. less certain about what you mean here. My advice for anything new is to start with simple test cases. A cape? Start with just dropping a square of cloth on a ball to see what various setting do. When you get that looking good then try using those settings on a cape on a stationary character and see if it hangs right. Then try moving him.
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have at it! No rush here.
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got it, thanks!
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Yes, if yours doesn't have a soundtrack yet, make a sound track! And I still want to see commentary tracks from everyone. Simple procedure: -load up your animation in Quicktime player -Start Audacity or some other sound recording software -Press Record on Audacity -say "3... 2... 1..." then press Play on Quicktime and record your commentary. Save your commentary in a Wav.
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Don't expect it to pop out overnight. I'll need to contrive some music or sound for the ones without sound, I'll need to study them to figure out the most felicitous order, I'll need to animate the bus transitions, I'll need to find a bus i can use, and I'll need to finish my segment.
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You want actual shadow? That will need a real light. Daylight is pretty strong. agep had some notes on what you are looking to do here.
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ya know... maybe something to break up the reflections in the floor so they are not quite so perfect. Maybe slightly wavy or blurry or not all quite so identically aligned?
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I call this "the Face Contraption" I made a replacement neck.mdl component for TSM2Builder to call What you do is move and scale a few key parent bones into place to fit the clusters to your face mesh. Then TSM rigger uses my new neck script to create all the fanbones and constraints and pose sliders and control bones and hide everything you don't need to see. Of course you still have to attach CPs and weighting the cheeks is still complicated I used it for a bunch of characters I rigged for Kevin Detwiler and it sped up my work but it never got to the point of being simple enough to throw out on the forum and expect that anyone else would "get it" and not get frustrated. When Kevin gets his show done I'll be able to put a clip up and people can see it working.
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I've found the problem; you can't specify "on/off" in a line that also specifies "in folder" in on/off pose unprefixed "eyebrow middle averaging" in folder "Setups - do not touch" compensated orient like constrain "eyebrowleftMiddleOrigin" to "eyebrowleftOuterGeom" It eluded me because if I just ran the script with the first line the relationship and folder would get created (with no bones, of course) but if I added second line I'd get the crash, making it look like the second line was the problem. But if i take the "on/off" out, both lines will be performed correctly. This only took me a week to chase down.
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Only new clue so far is that sometimes the bones involved don't display the ring at the tip that bones normally do. Anyone know what causes that?
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I'm using v15 and also tried v13, but no go so far.
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By the process of elimination I've found one line in my TSM2 script that is causing a crash. The second line here: in on/off pose unprefixed "eyebrow middle averaging" in folder "Setups - do not touch" compensated orient like constrain "eyebrowleftMiddleOrigin" to "eyebrowleftOuterGeom" My experience is that when a script crashes TSM2 it is because a bone name in quotes is misspelled. (A misspelled script command only causes TSM2 to give up without a crash.) But both those bone names are spelled correctly including capitalization. I can make this constraint manually so it's not an illegal circular constraint.
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inquire about that. I think when a new version comes out all the variants get updated
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You really ought to do the free update to v15j+, to make sure you're not dealing with some bug that's been fixed and to get all the other fixes and updates. However... there was a big change with v15f regarding how plugins had to be compiled. It *may* be that your AMxTex plugin really wants to be used in a version before v15f. You might install some prior version on one PC to try. Or that v13 you have a disk for.
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You did put the model in a chor to see it change over time?