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Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
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Everything posted by robcat2075

  1. Is it in this thread? http://www.hash.com/forums/index.php?s=&am...st&p=291556
  2. That turned out real well! I like that you did it without dialog. Congratulations. I bet that was a hit at the festival.
  3. My experience is that environment maps work better for complex surface shapes. A simple button shape like that may need that you do actual off-screen things for reflections. Simple, flatish shapes tend to reveal the pixels in the map also If you look at my car paint tests you can see that the glossy reflections look better in the still done with off screen white cards, than in the animation done with an environment map.
  4. I haven't had this problem happen to me, but this is another reason to do your fan-boning and CP weighting and save that before you run Rigger, then if Rigger got an odd result you could easily go back to the pre-Rigger state and look for clues.
  5. What sort of ray traced lights are you using?
  6. Are you doing this on Windows or Mac?
  7. If that isn't exactly what you were going for you may want to look at my "Simplest IK Leg" video, found in the screencam link in my signature.
  8. Without saying I've solved it, here are some clues. I'm guessing this got run through TSMRigger twice. GerrysBonesMP4.mov As an aside, remember to save your model after you run TSMrigger, then close A:M and reopen the model to get rid of most of those "String" errors.
  9. Hey dblhelix, the book arrived and it's in great shape Thank you so much! I wanted to send you an e-mail but there wasn't an e-mail option on your profile yet.
  10. Butterfly Drive! That's a new one!
  11. Another great character concept!
  12. Still looking good. You should send that in for the Comicon reel.
  13. You're right... that's wrong. Follow the directions in TAoA:M Chapter 13 There's also a video version Get that much going right, then it will be easier to find what else may be wrong. Have you done the modeling tutorials in TAoA:M, chapters 8-11? Those get you started the right way.
  14. There's a lot mixed up there. In the Eye Constraints pose there are keys that move the eye bones out of the head. I'm guessing you didn't intend that, but they are there. Describe more what you intended the eye constraints to do. It's hard to figure out what's going where. For example, if i move the left eye open close slider his right arm moves. Is this the AM2001 rig? Did you install it by following the directions in TAoA:M?
  15. Yeah, mud is a tricky notion in CG but I think you're getting it. If you could make it move slower it would look more oozy and thicker. I like the look of that very first toon-rendered shot. That was very storybook.
  16. Whoever gets bonked with those will need a tetanus shot! Looks good!
  17. Of course those are going to be two different materials. The general rule of reflective surfaces like chrome or gold or silver or glass is that they need to have something else to show up in their reflective surfaces. In 3D you either strategically place some objects off camera (the way they do it in real life) or you use an environment map that fakes those off camera objects. In A:M, environment maps are done with a "material" , one of the Hash plugin materials I think. The environment map doesn't need to be very complicated usually. Maybe just a big white band across a black background. Different maps will make different looks.
  18. A cookiecut map can make any shape you want. If the edge of the alpha channel is ragged-looking you get a ragged edge. I painted this, but if you scanned a torn paper with enough detail you could capture that "fluff" and use that in your alpha channel. TornPaper.zip Look at the "Cookie" map in an app like Photoshop that can show you the alpha channel and see how the RGB channels give you the color and the alpha channel makes the shape.
  19. Forces have a box that shows their size like lights do. The force that pushes the particles up could be made short enough that it runs out after the particles have risen just a foot or so. Or... the force could be following the car so the particles get left behind and aren't pushed up by it anymore.
  20. A translate limits constraint could stop that
  21. Thanks, everyone! Animated by hand. The rocket body is wobbling around its approximate center of gravity. The string is a two-point spline with one end attached at the surface of the rocket body. This gives the impression that the string is being jiggled by the rocket's mass. At first, you'd think the rocket should move around the point where the string attaches, but a rocket has much more mass than a string so it tries to turn about its own center
  22. Very fine looking! He needs some saw marks on his skull where he had his stone-age brain surgery done.
  23. If black is 0 and white is 1, then the black and white stripes are simulating 0.5 if RGB of 128, 128, 128 is made to display the same as that 0.5, I'm wondering how that is not "linear" . that sounds like x=y. This is where my in-person observation is absolutely at odds with everything everyone else is saying a monitor's default behavior is 2.5... with tweaking it's 2.2... and in those circumstances everyone else is getting a display where the two grays match pretty close. On a default monitor. No monitor I have appears that way at its defaults. But if I adjust my monitor to make those two grays similar it's obvious that everything else is pale and washed out and over-bright. I do like the fact that with this setting the lower end of the gray scale is not all crunched to black and that I can see the difference between 0 and 8 and 16. But that setting doesn't render most of the rest of the world's graphics well. They seem to be made with the expectation that 128, 128, 128 displays quite a bit darker than 50% gray. For them, the middle grays are found somewhere between 128 and 256 If I create graphics with my monitor at its matching-grays setting everyone else complains that the result is too dark. It looked fine on my monitor but way too dark on theirs. All the shadow detail is black. It's a mystery to me.
  24. Here's my version of puffy exhaust http://www.hash.com/forums/index.php?showtopic=38007
  25. Puffy exhaust with particles. FlashSmall0600kbps.mov mp4 version: FlashSmall.mp4 This is much the same as my cumulus clouds PRJ but the emitter rate is animated on and off in the chor.
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