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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. It's probably pretty rare that someone wants to flip a bump map. I can't think of models in TWO that would flip a bump map. "Bump" is also used for the shading on displacement maps so it's good you discovered this. Hopefully it's an easy fix.
  2. Do you have a sample image of what is needed? If you need a no-shaded full white surface set ambiance color to white and ambiance intensity to 100%
  3. I'm eager to see some animation tests when you have them!
  4. Cuties!
  5. Progressive render gets it right but regular (and file render also) get it wrong. I'll AMReport it. For now, a work-around would be to prepare a flipped version of your image in your paint program and apply that as an image instead of re using the first one. When the bug gets fixed , the fix won't break your model.
  6. possibly you have some stray key out there But the "Chor Range" property for the action allows you set how long it operates, regardless of the length of your chor.
  7. show an example.
  8. 20 days to get your segment done. That's lots of time to do something short and snappy if you haven't started yet.
  9. A reminder to those of you who think you're already done... record that commentary track! It will be fun!
  10. I see one possibly bad CP (more than 4 corners) near the upper corner of the door opening.
  11. I forgot the screen capture
  12. Welcome to the forum! Presuming that you've made your decals so that they are all the same dimensions and would normally align if applied exactly...it's easy to apply them exactly! Apply one decal in the normal manner, then drag any additional images that need to line up with it from the Images folder at the top of the PWS to the Images folder under the decals folder for your model. make sure to set the "Type" for each image in the properties for that image. Occasionally it is necessary to close and reopen a model after a operation like this to get them all recognized. Normally only Color and sometimes Transparency are visible in real-time mode.
  13. You can use a high JPG setting like 85%. that looks pretty much uncompressed for most purposes and won't be too large. I haven't gotten around to downloading anyone's yet, I've been otherwise occupied.
  14. drop box will probably work fine since i don't have to sign up for anything to download. I think the top of the thread mentioned to render it to a JPG series, right?
  15. One alternative to hiding things with transparency is to hide them by scaling. Scale a part to 0% in a pose.
  16. See if you have stereo and multi-pass on. What does a regular render do?
  17. Run two instances and open the task manager. Go to the Processes tab and on one instance of master.exe and "Set Affinity" to CPU 0 then do that for the other instance of master.exe and "Set Affinity" to CPU 1. Try it. try the tutorial that Fucher wrote
  18. Does your current OS show more than one core available for the system?
  19. If you're using IK arms, check if there are any keys on FK arm bones. Those can probably be deleted.
  20. You can read a bit about Bob (one of our TWO directors) Taylor's involvement with "Goof Troop" in this animator blog post: Part 1 Part 2
  21. You mean on this scene, right? or overclock the one you have. almost always, calculating particles will use more (not obvious excepton long prerolls), "finding Patches" does too i think. Multiple instance seems to be gone. Use the Netrender now.
  22. Hard to diagnose just from a verbal description. My first wild guess... Is IK turned on in the Actions? Try deleting that key from all the actions and turning it on in the chor action at the start of the chor. Or, have only the actions turn it on and dont' have a key for that inthe chor action.
  23. You're welcome. I'm happy you're happy to be happy using TSM2.
  24. New life for an old tut! I don't even remember what's in it. I hope it was good.
  25. I've only scanned this thread so maybe this has been mentioned already but... a fast way to set default interpolation on many bones at once is to CTRL or SHIFT select them in the PWS, do a bounding box around the curves then do >Curve>InterpolationMethod>choose slope This will affect all keys in the curves that you have not manually set a specific interpolation on (IOW, they are still set to ""default") You can quickly select select a whole range of bones with SHIFT and selecting just the top and bottom ones in the range you want.
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