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Everything posted by robcat2075
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double post
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Interesting problem! I would have said you'd have to manually animate the shape of the mattress but I did a test on some cloth parameters a while back... http://www.hash.com/forums/index.php?s=&am...st&p=331059 If you look at the result in the lower right corner that has a bit of the spring-back-into-shape quality of a mattress. Try making a simple rounded box shape for the mattress, set those parameters, you may need to experiment with the "stiffness" too. Put a cloth "deflector" material on the feet of the character. Expect this to not work perfectly the first time you try it. YOu might make the mattress like this, but with about twice the spline density. http://www.hash.com/forums/index.php?s=&am...ost&p=53091
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As far as your current graphic trails, that's likely a video driver thing. Try updating them. Or maybe back dating them will fix it. Or sometime control panel setting is all. I new laptop? What you've spec'd is better than what I have in my desktop. I presume it can drive a second monitor for more desktop space if you plug one in. I like to put the PWS on a second screen by itself. Alienware is certainly a higher priced way to go.
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Yeah, that's better. What's the bright orange strip above the left dragon?
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I've been wondering about this ever since I saw "Lotso Huggin Bear" untested possibilities: -fairly short, wide, tapered hair with some kinkiness and and a direction map to make it look like different areas have been smushed in different directions -as above but with an image map on the emitter that resembles a tiny tuft of threads One problem you'll have with hair is getting it to grow on both sides of your towel. A cleverly contrived bump or normal map might serve the purpose. Someone showed a living room shot with a shag carpet that was just a bump map and it looked great.
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That looks real sharp! I think your paint solution works fine. If I had to do it in A:M I'd model the swoopy things and use an animated bitmap to move a non-transparent region along them to create the movement.
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I defaced this one... That probably isn't an HDRI image you've got for the sky so the bright spot in the clouds isn't contributing as much as it should and reducing the overall contribution of everything else as it should. A really hazy kleig light from the direction of that bright spot might fix the balance.
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Good scene. I think the ground is picking up too much light. I don't know why. The other objects seem to be responding appropriately. There isn't ambience on the ground is there?
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It's like the problem I have with anime. In a Disney movie the backgrounds are a few splotches of color but in anime they're hyper-detailed. I'll be watching one and wonder "is the inspection sticker on that breaker box in the upper left corner a plot point I should be paying attention to?"
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I shall be curious about the story that involves such detail!
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more great looking stuff!
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is your object on a ground plane? The light may appear to come from above because that is the least occluded direction for the all-over light to come from. The ground plane blocks all ambient light from below. Show a picture if you're doubtful, but that's generally the way AO looks. If you want a hazy light source that really comes from a direction, create an "area light" by putting a light on a a path constraint that zig-zags across some shape that you want light to come from. Render with multi pass, set your motion blur to 20% and set the ease on the path constraint to go from 0% at 0:00 to 20% at 0:00.2 (that's 1/5th of a frame)
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If you post the project with everything embedded someone might have an answer. A different someone than I since I'm not up on lipsynch.
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I've never done much with dopesheet lip synch, so i'm not sure about a cause. But why not go back to a previous saved version of your project from before something went wrong and retrace your steps? I hope you haven't been resaving over the same project all along...
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Herzlichen Glückwunsch zum Geburtstag!
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Which do you not see? I loaded it and was able to move the arms and legs. Turn on the Arm IK and Leg IK controls if you want to pose with IK. Turn ON "Hide Extra bones" to hide the stuff you shouldn't be seeing.
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If you have the v15 cd you can get the v15j+ version
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It's a bit of a too-much-whisky-and-cigarettes look. Not that there's anything wrong with that.
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ah... non-glowing hair! The left one would work well for animal fur. Is that one image mapped hair?
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I'm not well versed in that rig, but my first suggestion woudl be to place the origin of the Foot Placer bones closer to the physical heel so the movement of the foot on the ground will be easier to animate. Your character doesn't really have a sharp heel point so whatever you choose will be a bit of a compromise. What you have might the best spot, but it's something to keep in mind. I don't know it setting up the arm and legs bones not-straight is a problem with this rig.
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Yes Convert the clip to a Quicktime or TGA series (better) and import that as a rotoscope into the view you are posing your character in. >New>Rotoscope TGA series works better because A"M doesn't have to work on the codec stuff while you scrub back and forth. Quicktimes compressed with "Photo JPEG" work well, also.
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Mirror bone skipped cp weights on the left arm?
robcat2075 replied to pixelplucker's topic in 2008 - Rig
CP tolerance too low? -
What Ken said. Your decal will look something like this There's a link to a tut on how to apply a cylindrical or spherical decal here: http://www.hash.com/forums/index.php?s=&am...st&p=332917
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You dont' need a mo cap device. You just need the file the mocap device made. That's what you will use with A:M.
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I just caught that, looks wonderful!