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Everything posted by robcat2075
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The Popeye forearms bother me, but I like it none-the-less.
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Remember the "Ten-minute Man" tutorial? A ten-minute dinosaur would be a cool demo of A:M. I think with practice this could be done in 10 minutes.
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It *is* a bug in V13 that seemed to appear more on the TSM2 rig, but we weren't using TSM2 on TWO and among the people who were using TSM2 for other things I guess no one got around to reporting it to Hash so it didn't get noticed during V13. CPM is something that only works on the full body, and there are only those four major poses in the walk that are whole body keyed anyway. After that you're tweaking individual bones and you don't want to key the whole body every time you do, mirrored or otherwise. Eyeball those other poses and you'll be a better animator for it.
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Render with slightly higher res and lightly wider angle and crop the "gnomon" (it's called) out in your editing app.
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I had that problem also with my cumulus cloud test. i couldn't get the emitter to be 100% invisible. I haven't gone back to it yet to investigate further.
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adding the little toesies. Fun fact: No Ankylosaurus skeleton unearthed so far has included the feet. Which means i can make them any way I want them.
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You can still mirror those poses manually. I did all of my shots for TWO in V13 including some complicated walks and I dont' think I ever thought about using CPM.
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Welcome to the forum! I couldn't test your PRJ because almost every part of it is not saved in the PRJ. Do Project>embed All and save the PRJ again. And of course you'll rename it so you don't save over your old PRJ file.
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This may explain why the stray ankylosauri are so hard to place at the animal adoption center. Apparently these things were elephant-sized so they probably didn't do much lunging. Herbivorous, of course; they might smash you but they wouldn't actually eat you.
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Happy to see you. Ankylosaurus08TailWag.mov
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I finally got to your sample PRJ. I just did a Copy Paste Mirror and it came out perfect. So perfect I was stunned when I dared open my eyes to see it. This is the best Paste mirror has been in the 13 years I've been using A:M. TSM_NotAProblem.prj I did this with only the Key Skeletal Translations, Key Skeletal Rotations and Key Model filters on. No others. I selected the Body bone Are you using the current version? Steffen did some major fixes on CPM just in the last few versions. BTW, although it's not related to your CPM problem, delete the channels for "hip int" bones (or any other "int") if they get created while you are keyframing. A side effect of keying changes in V13 makes these get keyed sometimes and they should not be. They can be safely deleted as many times as you need to delete them. I added a "deletables" tab to my "selection filters" that listed all of them so they were easy to spot and delete when I'm working with TSM2 rigged characters.
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Here's the material displacement model again , with a smoother hump pattern. It's still popping, but as I watch it closely it's not like the humps are getting higher or lower, it's more like a patch on the top is disappearing and reappearing. platesAllNonEuclidH264.mov
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ease is a percentage of the action that has been completed on a particular frame. Generally you leave that unset and let the action run it's course normally. I think "replace" is usual. hard to know without seeing the whole PRJ
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But smooth spikes are no fun!
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Yes, there are many variations possible. I didn't have an immediate use for the clouds so I just put them out there. Forum member "entity" showed a similar technique some years ago but I can't find his post. THere were also some great sprite clouds in TWO I recall.
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Thanks. Looks windy! I wonder if the cape might benefit from a greater stretch stiffness setting.
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I'm not sure why those bones come out crooked, I've looked at the process in the past and couldn't figure out why. The odd thing is it doesn't happen on every character. However, once you know the culprit bones it's easy to turn them the right way and resave the character.
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Yes, notice the basic problem. round Thom has lots of highlights, but flat cube hardly has any. In that sample clip you showed, even the flat surfaces really had some curve in them. It's just an environment map material again on Thom and the cube. GlossyThom01.zip This has some variations of the map in it but you will almost certainly have to paint your own to work for your shot because you have a different camera angle and different motion.
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What about using a 16-bit grayscale image for displacement instead of 8-bit? It's already an exr, which is to infinity and beyond 16 bit . I tried 8 bit maps first but they have too much banding when you get out to 1000% displacement levels. I know mesh resolution should not matter, but have you tried increasing it? I haven't tried on this one because on my previous experiments it seemed not to change anything. I may just have to wait for Martin to get excited about this feature again.
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Good start! I'd say move the cheek bulges back a bit and they'll match your drawing more.
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Octaves increases the level of detail in the greyscale pattern. But it doesn't seem any less pop vulnerable, based on my previous test using displacement material for the landscape flyover. However, the example above on the white model is bitmapped displacement not a material like the example at the very top.
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That was an idea worth a try. Here the levels top out a 180 instead of 255... PlatesShallowerTestMP4.mov Still popping though... I have tried higher res and that didn't help. And the test with the material displacement would be infinite res and that still had popping too.
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