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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. They look great. Off to Woodstock!
  2. hmmm... can you post a simple version of the PRJ, maybe just the ground and the stop sign, and someone might take a look. Make sure the models are embedded in the PRJ. Welcome back to the forum!
  3. one has to be the child of the other. I don't remember which, but the TechRef will tell you. Also, the ceiling will probably need to be an enclosed shape. i don't think a flat plane will do. The tech ref will mention that too.
  4. Is the heirarchy of the Boolean bone to the bone for the ceiling correct? It matters.
  5. Nice looking stuff! It probably costs nothing to set up an online store (or use some well-trafficked site like Turbosquid) so it won't hurt much to try, but I'd expect actual sales to be microscopic since any prop is a very specific thing and anyone's project is likewise specific so the chances of the two meshing is remote.
  6. Welcome to the A:M Forum! on the icon for A:M and open up the Properties window In the "Compatibility" tab select "Turn off Desktop Composition" try that. If you're getting a small area only of the window that is updating , try hitting the SPACE bar to force a whole window update. Some graphics cards also work better depending on whether the model window is maximized or not maximized. You might also try Show Workbook On or OFF.
  7. Should anyone prefer to send me a link by email the emails from via the forum seem to get to me. Go to my profile page and at the bottom is "Send an email"
  8. Impressive! How long does it take to load that?
  9. The deadline isn't until the 20th. Right now I'm trying to figure out how to do my own...
  10. Cutting holes will be most straight forward. Typically modelers will create the holes first and then spline in the surface between them. Alternatively , if the ceiling is a separate model from the rest of the room you could set it to Cast Shadows OFF and lights will behave as if it isn't there.
  11. Do you have "plugin shaders" ON when you render? The spec highlights still look a bit soft. OR... you could turn off spec highlights entirely and use the environment map for sharp highlights.
  12. You could select the splines that make the edge of a shape and Extrude them out but that won't look good. It's bad splining and... In real life metal panels are either rolled over at the edge or there is some moulding covering the edge. Do the same with your model. Except for a car with rusted out holes i can't think of anyplace where a bare metal edge would be visible. That eliminates the problem of trying to model a very very thin edge.
  13. That's looking like a Pixar-quality character.
  14. There must be a sleep setting on your mac that's adjustable, right?
  15. Can you do a render with the VW bus too?
  16. Actually, I built that as a favor to Greg. And I'd like to think it can hold it's own against Stian's finely crafted model. In my opinion, the weakest link in the attached render (from April 2000) is the lighting. I may have to try a new one with AO. Another A:M classic! I wonder if there's a VW Thing around.
  17. You mentioned it was work related... it would be fun to see what this is going into.
  18. that looks super! Wonderful work. I enjoy looking at the wireframes, thanks for posting those.
  19. Cars are a bit challenging in A:M because they present so many nearly but not quite flat surfaces running into each other. Less is more in spline modeling.
  20. I like that Matt. I'm not a boob guy myself.
  21. Putting a walk cycle on a path constraint causes the original time length to be disregarded. A:M will cycle thru as many walk cycles as it needs to cover the distance of the path no matter how long it take to traverse the path. It can be X cycles in 3 seconds or X cycles in 3 minutes , the number of cycles stays the same. The time they take changes. yes
  22. She's crossing too slow because she's taking too long for each step because she's moving on her path too slowly. When i scrub your file to move her across in about 6 seconds she actually starts to look kind of slinky, but taking twice as long makes her look stiff and rigid.
  23. Looks good. If you use the "Glossy" specular plugin shader for the dew drops they will look wetter.
  24. Steffen is on it.
  25. is the walk cycle an action used with a path constraint? Edit the ease property to move her along the path faster. I think if she crossed the screen in about 6 seconds that would maybe be about right.
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