Cloth gets angry when it gets caught between deflectors such as in an armpit or inside an elbow. I've had success by deleting geometry on those interior areas.
I'd also suggest increasing the "damping" values on your cloth to reduce the constant fluttering.
if it's generally short hair you can use "styling" to give it the direction that fur would have and turn off dynamics so it isn't trying to react to gravity.
I think the Yeti mascot character is in one of the sample data collections; that had polar bear-like fur that might be studied.
Another suggestion on the walk. Give her a prop like a purse or umbrella or something to hold in one hand and then she will be that much less like a symmetrical robot.
A purse that she is holding to her (camera) side would work well.
I like that.
The bottle throw can be made more effective by fixing the arc it travels. The bottle needs to fly off in the same direction it was going when it was released.
On the walk, don't women in high heels mostly stay on the front of their feet and skip the heel? I haven't worn heels in ages so I don't know.
If there isn't a lot of talk, try a story board first.
A:M is getting faster, computers are getting faster, Jenpy's SSAO plugin may be ready soon and remember... Pixar did its first 6 movies with no raytracing, no AO, no SSS.
writing
I'm not sure what that said but when you write a letter of complaint to your ISP, be sure to use periods.
Are you trying to watch those in your browser?
Right-click an download them like any other file instead.
Welcome to the forum!
In the tutorials link in my signature, there is a video about "Keyframing Options" and another one about making things stay in place.
Give those a watch, those should clear up the key framing process for you.
No, it's not a contest. It's our annual everyone-can-play forum project, like the previous "pass the ball" or "Stereoscopic AniJam" projects.
I hope you'll join in!
Yeah, the eyes are just a decal, I was trying to make them appear as another specular highlight. Eyes were a bit of a problem for the concept. I don't think actual eyeballs floating in the water would work. But it's a problem for the ages now...
I seem to recall that we're supposed to simulate springs before rendering now, but back around v10.5 I didnt' have to. None-the-less if you candocument a case of unecpected behavior with particles present make an AMReport of it.
my clouds project has an example of spriticles with opacity animated over time. Look at that.
for animated sprites, try a TGA sequence rather than mov.