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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Good result. Fast is good.
  2. I don't think this is something new users will want to do. You could make a feature request of it, but since there are already 3 other ways to do it, I don't think it would get much priority. Better to solve bugs.
  3. The biggest difference between yours and mine is you have the big burst happening for 100 frames. It's pretty but awfully long for a burst. Mine was just 4 frames and that was longish. Explosions are really quick things. the fragments may burn for a while as they fall after that but the actual burst happens for just a few frames. I bet real fireworks are just a frame or two. A animated the emission rate from 0 to thousands and back to 0 in the chor (not the material) over just a few frames.
  4. Here it is, my last animation of the naughties. The elusive, never before achieved "Lambchop" pose: socklambchopH.mov I won't be entering anything in the 11 second club contest; too many missing elements not enough enthusiasm over the last two weeks. But I did learn a bit more about cloth and 3DPainter along the way. Happy New Year to All and may your next ten years be ten times better than the last!
  5. can you post a screen shot of the whole interface with that view in 15i?
  6. When you look at the UV view you see you mesh flattened out on what looks like 3 copies of your image map. You'll notice the left and right edges of your mesh are at matching repeat points of that image. Don't move any CPs on the left or right edge of your mesh or you will mess up that perfect match. You shouldn't need to since the left and right edge make the back seam and that will be the least critical part of your painting. you can move any CPs in the interior of your mesh, to undo overlaps, if needed or perhaps to give more bitmap area to some patch you know will need it. This cylindrical technique is something I'm still exploring so more may be known later.
  7. The horizontal repeat should be 3. The vertical should be 1. I'm not sure what the deal is with 3. I guess A:M needs to have an extra copy of the image on each side of the UV view to handle slop from meshes it can't split exactly down the back. Then it takes that triple image and stretches it around the model 3 times so it looks like there's just one instance of the map.
  8. He's got Popeye arms! Good looking splining!
  9. You mean how to see the UV view after you have applied the decal? on the red-white star>edit This shows you the UV placement for all the "stamps" that used that decal. If you just want to see one you can on the particular stamp. This is where you can move CPS around if any are overlapping. Just don't move the right or left edge of set.
  10. That switch isn't even visible if you've selected Final render. That was enough to tell me it didn't apply.
  11. Hair can take a long time to render so you might want to switch it off, to test lighting in Final mode maybe. Decals don't add much to Final render time so turning them off may not be a big need. They can make a noticeable slowdown in real-time so that may be why there's an option to turn them off.
  12. "Show decals" ON OFF is only for Shaded mode. It shouldn't affect Final, AFAIK. You could SHIFT-select and delete all the images in your images folder. that would be quick. Are your normals all the right way? Could be weird spline continuity also.
  13. A fine looking character! Welcome back to A:M!
  14. That looks quite good! I could only step thru it, it's too slow to play even at half size on my PC. The kleig lighting has helped to keep the background from being too uniform. I suppose grime details would be things like scrapes in the floor moulding where people have nicked it with their shoes. The "Diffuse" map was intended for things like that, anywhere you want to darken a surface without having to paint that into the color map or figure out how to get a material to show such a thing.
  15. Although on the moon there isn't much AO since the sky is nearly all black.
  16. I love the asymmetric eyes. Had to say it our loud to get it.
  17. Hey, that's your best scene yet! I liked that. It's inspiring to see you getting such big scenes done.
  18. Here's a variation with a slight scattering force from the side and some different treatments of animating the color of the particles including a sparkling fizzle at the end of the particle's life.. I slowed this down to 12 fps in QT Pro, I'm not sure if it will play that way in regualr QT player. CrysanthemumBoom08H.mov ChrysanthemumBoomFireworks08.prj
  19. i didn't find anything on the face book page, but if you have a 600mb file you want to learn about... codecs! load your animation into the images folder of A:M, on it and do "Save animation as" The "Compression" button lets you set a codec like MPEG4 which will drastically reduce you file size. Experiment with settings.
  20. I envisioned something like this. This animates both transparency and color in the material and animates the emission rate in the chor. CrysanthemumBoom01.mov I prefer streaks for things like this because... they're streaks not images. They always have a tail in the direction they are moving. ChrysanthemumBoom.prj This could be drastically improved by a force with turbulence to scatter the particles a bit so they don't fall as a uniform sphere. you don't necessarily have to use the same particle system for the rocket trail and for the explosion. Probably should not. Particle effects are about experimenting over and over and over with slight changes in the parameters until you get what you want.
  21. You can keyframe the Opacity property of the Sprite System>Sprite Emitter to go from 0 to 100 over time. yes but is this done in chor? or the material itself? ive been trying to figure this it out.... Usually the material. It is possible to set these properties in the chor.
  22. That looks great. I remember building the plastic model kit of that long, long ago. Edit: Apparently that model kit was "ultra rare" http://www.monstersinmotion.com/cart/space...del-kit-p-14473
  23. You can keyframe the Opacity property of the Sprite System>Sprite Emitter to go from 0 to 100 over time.
  24. You're on the right track there! Suggestions... -the particles that trail the rocket as it goes up should fade out as they die instead of just blink out -they need some gravity so they gradually fall instead of hanging in space where the rocket dropped them -the big explosion should be one short burst instead of a continuous flow. -the big burst particles could use some gravity too Streaks could work very well for such things too.
  25. I used to create flying-thru-stars by making a big square particle emitter far from the camera, and letting it spew streaks toward the camera. That worked real well. You'll want to read up on particles in the tech reference.
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