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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. My grandest material essay so far... bony stegosaurus style-plates with contrasting tiger-striped Dino-Hyde© in between. This is one color material... and one displacement material (the skin detail is very faint but it's there)... and no maps! a turn-around: platesAllDispH264.mov platesAllDispH264.mov Yeah, it's got some pops.
  2. There's a photoshop plugin on the OpenEXR site that might work with other software. http://en.wikipedia.org/wiki/OpenEXR I modeled one spike and scattered several of them on a flat surface. I shot that with an overhead camera with fog settings to make the near to far gradate from white to grey. I rendered that to the exr frame and cylinder wrapped that image on the basic shape.
  3. Yes. This shows the percentage going from -1000 to +1000 The first half is with the original map that didn't have the base color close to middle gray. The second half is after I adjusted it in Photoshop. platesMinusToPlusCH264.mov
  4. If you follow one of the top spikes all the way around you'll see some oddness, which is why I say semi-successful. Here you go. They generally have to be EXR to avoid banding. you can open it in A:M to see it. perpective_Render0.zip
  5. An experiment at making dragon style spikes with displacement mapping. Semi- successful. platesH264.mov
  6. Hey, Ken I just read that Amazon settled a lawsuit last month regarding their publish on demand business. Does that have any effect on your venture?
  7. robcat2075

    spine curve

    That's good thinking! So your original bone placement may be appropriate after all. One difference between the skeleton and your layout is that the pivot point for the ribcage is farther back in the skeleton. That may be significant. Maybe more so is that you have CPs from the mesh that would be children of the ribcage bone assigned to the spine bone below it instead, so when she bends her back the ribcage is going to be squashed or stretched. You may still have to cheat some of this placement and CP assignment. In real life what we see is skin sliding over bones rather than skin glued to bones. A:M doesn't slide skin over bones. You may have to place the bones slightly differently or weight the CPs a bit contrary to reality to get a realistic effect. The result you have in your bottom two pics doesn't look bad. What part of that don't you like?
  8. robcat2075

    spine curve

    Anatomically the ribcage is a pretty rigid thing. It expands to breath, but it doesn't really bend. So putting a bone joint in the middle of the ribcage wouldn't be useful. The part of the back that really does the bending is the spine from the hips to the bottom of the rib cage (maybe half way up the back?) An anatomy book with a skeleton would be a good guide. I'd move the pivot point of those bones to something more like this... I'm presuming the 2008 rig can be varied like that. I'd also move the hip/leg joint to a more anatomically correct location where the black crosshair is. I don't know much about the working of the 2008 rig. What is that null that i pointed the question mark to?
  9. -1st rule of cloth is it has to start NOT incontact with any deflector. The hair and head mesh are starting too close to each other. Make a pose that can either shrink the head mesh or that can move the hair mesh off the head. Look at the test in this post http://www.hash.com/forums/index.php?s=&am...st&p=318157 I start the body out small, then expand it to fill the shirt. -There's also one spline sticking off the top of the cloth mesh. That's a problem waiting to happen. -The cloth mesh also needs to be denser. Look at my post for an example of a cloth density. -Also the cloth hasn't been simulated inteh PRJ you posted. I'm presuming this is the PRJ before you ran the simulation...
  10. Probably they called it a "demo" to attract traffic and ad views to their site. But there isn't a demo version of A:M. And v15e isn't current either. None-the-less I recommend A:M and for $79 you can get the one-year version at good ol' hash.com
  11. Rather than have two versions of the character, you could make a pose on one to hide (make transparent or shrink to 0%) the things you don't want to be there all the time.
  12. Almost none of the models or actions for that project were included. The snake models are all missing. Right now you have saved them all separately from the PRJ file. You can either include them in a zip with that PRJ or do Project>Embed All to make them a part of the PRJ file.
  13. Is it really necessary to change the URL for all the films that were there? This breaks all the links that people have posted on their websites and blogs over the years.
  14. My copy of "The Woman Who Lived on Her Roof" arrived last week! (I was waiting until I bought something else so I could get the free shipping.) It looks quite charming and attractive. I'll hold on to it and give it to my niece next Xmas. And I'll remember to write a review on Amazon.
  15. I know it seems tedious to keyframe all those bones in place but... they were all going to be keyframed someplace anyway since you were going to animate them with some key frames. In the context of all the things that go into animating a character, it's a minor maneuver.
  16. Congrats on the gig! That looks 10x better than some of the local business CG commercials we see around here.
  17. That's looking pretty good! I'm guessing there's no sss in there yet?
  18. TAoA:M says: That's a lot more specific than just something about the shift key. That IS how to make a 5 point patch.
  19. How big are the files in question?
  20. You would constrain the "IK foot control" to a null. But I've never had trouble selecting the IK foot controls. I'd have to see an example in practice to know what was wrong. I'd have to see an example PRJ Falloff is a property that can be on or off but it only has effect if you actually "Compute CP weights" in the model window. If any of the TSM2 control bones have falloff on it's just an oversight.
  21. The new animation needs to be in a 2nd Choreography action. >New>Choreography Action on the "Shortcut to" your character. In the PWS, make the redbar of the first end where the second one begins "Blend Method" on the new Chor action should be set to "replace". The first Chor action should have "hold last frame" ON The new chor action should be below the first one in the PWS. set the time to the first frame of the new bar select the 2nd Chor action. It will get the Green check on it in the PWS. set your key filter to "Key Bone" select a bone that you will be translating and/or rotating in the new animation and force a translate and/or rotate key on it... Force a translate by using the left/right cursor keys to nudge it out and back. Force a rotate key by turning on the Rotate manipulator ® and rotating the bone from and back to its current position. This is easier if you temporarily set your Options>Units>rotate increment to a high value like 30. Do this forcing for every bone you need to animate in the new Chor action Now you can go on to later frames, animate new movement for those bones and the keys will not affect what was in the first Chor action. It used to be possible to CTRL- select all the bones at once and force a key on them, but a bug is currently preventing that workflow from working.
  22. The background is already 100% white in my example. How much more illuminated does it need to be?
  23. Thanks for making those!
  24. I just tried it and could only detect a very slight difference in the shading. I tried V13 with the same result. If you have some old versions available (before V13) you might try them and see if they do differently.
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