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Everything posted by robcat2075
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BTW - I read your topic title as 'Cloth Attacks Groups' and thought, "Too Cool!" Now you've got me wondering what you are up to... Well, someone was wondering about doing a cape, and I thought "all" you really need to do is attach two corners of a square of cloth to a character's shoulders. Attach groups are part of that...
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Hold that... I think I found it... in TAoA:M "Waving the Flag". I've never actually done that exercise before.
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That's odd. Is that short horizontal spline really on the front or is something missing?
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Can anyone point me to info on how to use cloth "attach" groups?
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can you show a shaded wire frame version of that view so the back wires aren't visible?
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New work I've been crying over...
robcat2075 replied to new guy's topic in Work In Progress / Sweatbox
Hey, I 'm glad you're still at it! I was afraid you'd disappeared. Those look real good! -
Three quickstart tutorials for very new users
robcat2075 replied to robcat2075's topic in A:M Tutorials & Demos
A quick introduction to the basic concept of "bones" and bone "hierarchy" in A:M. http://www.hash.com/forums/index.php?s=&am...st&p=339551 -
no, that's final render only folder system?
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IF you have one model you want to repeat you can put multiple copies of it in a chor. If you need to vary the colors of them you can turn on "show more than drivers" and change the colors of groups in the chor.
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Alos note... -Object Draw Mode choice is independent of "Object Render Mode" choice (the next icon) -Object Render Mode is used only when you are in "default" display mode , selected with the 7 key. "default" permits object to be wireframe ro shaded all inteh same screen. -Wireframe may no be the fastest display foryou depending on your graphics card. Shaded, no wire is slightly faster for me sometimes.
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Presuming you've already done "Page Down" to the limit... in the PWS, in the Chor, to the right of "shortcut to..." are four icons. The second is "object Draw Mode" It has three choices, Curved(spliniest but slowest), Vector (faster), Bound (fastest, a boundingbox). "Bound" currently doesn't work, but Vector will get you some speed.
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Keeping textures from warping over large, uneven surfaces
robcat2075 replied to Meowx's topic in New Users
If painting it to look good from teh angle you want to see it from is no on the table, procedural materials may be a good tool. The basic strategy is to use gradient combiners and nested turb combiners to give different treatments to different elevations. Great results will not be easy. Photoman made some terrain materials: http://www.hash.com/forums/index.php?showtopic=34162&hl I did a thread with some displacement terrains a while back. flyover -
Maybe I got the wrong ones? I got "aaabus3", "bus1" and "busnew".
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That's looking real good. Is that the new FakeAO on him? I think his lips may be too thin.
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Yes I did. What order should they go in?
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Yes, just make it so they should both start together.
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Is there a PC file where the initial file paths are stored?
robcat2075 replied to Ralph's topic in New Users
Is your class set up so that they can see you working on your machine, perhaps on a large monitor? Walk them thru the steps of loading a file by the conventional means. -Open Windows Explorer -Navigate to folder with files -Drag file into A:M -
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"