-
Posts
28,261 -
Joined
-
Last visited
-
Days Won
404
Content Type
Profiles
Forums
Events
Posts posted by robcat2075
-
-
I've added a note to the top post clarifying that...
Entries due in by October 31
-
-
Doug,
In the Render settings you just turn "Plug in Shaders" ON, you don't set any particular shader.
The two hair shaders only appear as options in the Surface Properties of a Hair Emitter and must be set there.
-
I had never known what the Kajiya-Kay shader was for until I read that thread.
-
A conversation with another A:M-er reminded me of this incident...
About 30 years ago I answered an ad in the Dallas paper from a company looking for someone to do computer graphics.
It wasn't much of a company. It was just a kid in his apartment. I showed him my AMIGA graphics. He said he was making "shareware" games.
"How do you make money if you're giving it away?" I asked.
"The game is free but then they pay for more levels," he said.
He said he'd call me but that was the last I ever heard from... John Carmack.-
2
-
-
It has a lot of parameters that are tricky to set right. I used it on my Al Capone Head
-
It's mentioned in this post...
It's something you choose in Surface>Specual Render Shader
-
Here's a sample PRJ that shows specular on hair in v19.0p
This is the standard specular. Better looking specular can be had with the mu hair specular shader but that is another topic.
-
Hi Doug,
First make sure that the light that is in the position to cast a specular highlight has "Specularity" ON in its properties.
Cool-looking head!
-
3 hours ago, Wildsided said:
the white Van...
That is very disorienting to see those jaggies
-
Multiple takes in one upload
DeepMotion gives you three free 10-sec uploads per month, but each upload counts as 10 seconds even if it is shorter than 10 seconds.
Since running in front of the camera only took about 2 seconds, I edited four different takes together into one clip.
DeepMotion mostly got it right and I'll be able to extract the one or two that I want to use...
Notice there is no T-pose in my video. I'll re-use the constraints I made from one of my other clips.
-
-
14 minutes ago, Madfox said:
Not sure what garden furniture has to do with puppit strings.
That was spam. I should have zapped it earlier.
-
There may be a problem with the store. Let's ask @Jason Simonds
-
I hope she doesn't spend too much time in the Sun!
-
2 minutes ago, J. Baker said:
Oh! That's really cool! When is the deadline?
Probably September-ish...October-ish.
-
You'll get at least a $25 store credit if you enter the Summer Mo Cap Challenge. V12 can read mocap files I recall.
-
-
14 minutes ago, J. Baker said:
I'm guessing his surgery went well?
Yes!
Matt is recovering according to plan. So far, anyway!
-
1
-
-
I'm am surprised to discover that it is still there!
on the Chor.
I don't have a way to test SWFs anymore. Browsers don't support Flash anymore.
If it works for you, great... If it doesn't, you can run versions back to v15 with your current license and you might try those.
-
Ideas for your mo-cap entry...
- A dance step 🕺
- An exercise 💪
- A sport 🏌️♂️
- A household chore 🍜
- Any outdoor task 🛠️
- ??? 🤔
Don't let Summer run out without giving this mo-cap thing a try!
-
She is done with that relationship!
-
The NY Times has an article about the running-and-jumping hug as a trope in anime with many examples pictured
"The Power of Hugs in Anime" by Maya Phillips
-
The animation works because Eugene is on bones that are Path-constrained to the middle of the long spline.
Only the start- and endpoints of the spline are animated; the constraints keep the bones at wherever the middle happens to be.
A description of the PRJ (attached above) I wrote up for a bug report...
QuoteModel1 is the Eugene Skeleton weighted to a set of bones ("Caudalxx) that run vertically from top to bottom, and a long vertical "centerSpline" that is weighted to "Tail..." bones.
Model1 has a relationship "Pose1" that uses Path constraints to attach the "Caudal" Bones to the centerSpline and sets the Ease of each Path constraint so that they take their same approximate position near the midpoint of centerSpline when the Pose is ON . Pose1 is on by default in the Model
Action2 (best-viewed from the Left view) uses Model1 and reshapes the centerSpline into an S shape. It achieves animation by moving only the start and endpoints of the centerSpline over about 6 seconds. The model moves to maintain its station near the midpoint of the spline.
Choreography1 contains Model1 with Action2 dropped on it.-
1
-
Wha? Huh? Oooof! Eeesh...
in Animation:Master
Posted
A Weight Transfer experiment.
Rigged the lo-res version, used Transfer_AW to move that to the hi-res version...