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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Take the cellular out and get the shape going with the FBm alone. The cellular may not wont' add much to the fBM peaks.
  2. Hey that looks good! It can be done.
  3. Here's a quick version using A:M's fBm turbulence combiner the peaks are rockier which I like, but I can't get the snow capped peak effect as much because fBm doesn' t seem to produce as severe a separation between the two attribute colors. Or maybe I just don't know how to do it. Here's the PRJ if you want to try it. DisplacementRenderTest06b_FBM_substitute.prj btw, Displacement currently needs to be rendered with multipass for the shading to work correctly. Do your tests with 1 or 2 passes.
  4. But you shrunk the kilt too. If you shrink kilt AND body then they are still in contact with each other. Remember what I said was the first rule of cloth? You absolutely cannot start cloth touching anything. Watch the vid at the link i posted. The body is shrunken away from the cloth. I do that so they are not touching each other at all when the simulation starts rolling. Shrink pose? Watch that video. See how the body is shrunken down to paper thin at the very start. That's my shrink pose in use. I made a Pose, with a slider, to make it do that. in the model window>new>pose>percentage Cloth is complicated, I agree. It's OK to choose anther solution for the kilt. But starting it out wrong guarantees it will not work. Corrupted file? There is some egregious gaffe happening if a file that is saved and not loaded into A:M and sitting all by itself on your HD is somehow getting corrupted because another file was loaded in to A:M. I can't imagine it. Something is being done wrong. And the only other saved version of the model is from long ago? Don't do that to yourself. When i do a model I get a couple hundred saved versions. I save everytime I try something new. If it turns out to be a bad idea it's easy to go back to before I went down the wrong path. Don't save over your models. Save new versions.
  5. First, I'll warn everyone again... these are not magical plugins, they are every bit as complicated to use and hard to see a use for as the combiners you've already got in A:M. And they're not fast either. I think there's a lot of potential in combiners, including A:M's regular ones, but it's real guru stuff to become proficient at them. And I'm certainly not. So no long faces, OK? http://www.shaders.org/enhance:am/index.htm It says they are for v13 but I got mine around v10 and they still work in V15. The ones I've tried. I've never done much with them. They are complicated.
  6. Yup. CellTurb I didn't change the first node to cellturb until i was getting something about right with just black and white on the first turbulence combiner. Start simple.
  7. yes the description: However I find my mountian tops are still not very craggy. Try experimenting with the fBM noise combiner. It's almost the same. But Ill warn you, if you thought rigging was tedious and opaque, you wont' like noise combiners.
  8. In your Options>units panel ( I think) there is a setting for extrude distance and direction. CTRL-click on the extrude button and it will come up. However, you are free to move that extruded group anywhere you want after an extrude if you don't like where it ended up.
  9. Here's a refinement of the terrain appearance I'm using the AM_HeteroTerrain which is part of the Enhance AM pack, a third party set of material things sold separately, but you can get very similar results with the fBM noise combiner. The second node is set to black, the first one is the cellular noise combiner set to Webbed with white and near white as its color nodes. The Hetero combiner makes most of the shape but the cellular adds a bit of ridging on the mountain tops I put the material on a grid with displacement amount set to 1500% and monkeyed with parameters until I got a mountain like appearance. Then I made another material with same settings on the Hetero combiner but with white and brown as the colors. This gets put on the grid as a regular material and is what makes the actual snow and rock colors you see. They are still not terribly convincing mountains. They have that lumpy shape that CG mountains always seem to have.
  10. What does the test look like after you did the shrink pose?
  11. yeah, not sure what triggers that. If you watch closely you'll see some of the smaller peaks pop up or disappear at random times. Displacement is still a bit unpredictable. Even simpler, it's camera "fog" turned on.
  12. Welcome to the forum!
  13. This uses a noise combiner for a displacement material to create terrain for a flyover. Flyover000MP4.mov It's got a few odd pops and gaps but interesting none-the-less.
  14. Welcome to A:M! Have you done the tutorials in "The Art of Animation Master"? That's what the New User page says to do first. Those will show you the fundamentals of modeling in A:M. Those will answer many questions you have. After that, ask specific questions here.
  15. If your AM2006 is V13 that cloth is essentially the cloth we have today First rule of cloth is that it musn't touch anything at the beginning of the simulation. Make a pose that shrinks the body (which of course has a cloth "deflector" material on it) inside the kilt down to a pencil width and expand it back over the first second, then get on with your animation. You can see an example of doing that on my Punch Doll here If your kilt is built with pleats that may be an extra complication to be R&D'd.
  16. Do a search for the file and folder names Nancy showed you on the drive that you installed to. They gotta be somewhere. then just manually move them to the locations Nancy showed you
  17. You might want to tilt the arm on the right a bit more so it isn't making such an awkward wrist angle.
  18. Best wishes for a happy birthday!
  19. I can't find a cloth deflector material on the arm in your model. I don't know how that worked at all. Try this set up. This is stiffer cloth with much more damping. I tried a less dense cloth too, but it took longer to simulate than the dense one. The denser looks better in this case. SpleenCloth05.prj Since you're going to be pointing that arm down, you'll probably need to take one CP at the shoulder end of the cloth out of the cloth group and attach it to a bone so you can pull the cloth up with the bone to keep it from sliding off the arm.
  20. How did you model that sleeve? I couldn't make those triangles if I tried. I can't figure out how they are there. I just extruded the first loop repeatedly but in very short increments. Extruding only goes in one direction. Something else has been done to make the diagonals.
  21. Those are adorable. Rig those and animate them!
  22. How did you model that sleeve? I couldn't make those triangles if I tried. I can't figure out how they are there.
  23. Great thread idea. Good to see fine modelers work!
  24. One of the "rules" of cutting in dialog shots is to either 1 -cut right after a sentence is finished (most common), 2 -on a pause in the middle of a sentence, or 3 -on very strongly accented syllable with a hard consonant on the front (least common). These are the moments where the cut will be least noticed by the audience. It's a way to get the audience the new view without distracting their attention from the real object of the scene. It's very rare that a mainstream movie will break this rule and very rare that breaking it works, mainstream or not. So your third cut feels much better than your first. The first one also feels awkward because it looks like we are catching the sheep's anticipation move twice, once going into the cut and once again right after it. The second cut is a hair late too. That could be moved up a few frames to be at the beginning of that brief pause between their lines. You've got some good expressions and poses there. The ears on the sheep bother me because they don't seem to be passively following the movement of the head nor do they seem to be animated as part of the expression. It's possible to switch between the two, but I'm never sure which one they are doing most times. Too late to change now, but i think sheep's reaction to the chickens first line is too soon
  25. They both look white to me. I like the guy standing up at the end. That's a better acting choice. He needs to get his weight over his feet before he pushes up however. Right now it looks like someone is pushing him up by his butt.
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