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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. He's got Popeye arms! Good looking splining!
  2. 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.
  3. That switch isn't even visible if you've selected Final render. That was enough to tell me it didn't apply.
  4. 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.
  5. "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.
  6. A fine looking character! Welcome back to A:M!
  7. 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.
  8. Although on the moon there isn't much AO since the sky is nearly all black.
  9. I love the asymmetric eyes. Had to say it our loud to get it.
  10. Hey, that's your best scene yet! I liked that. It's inspiring to see you getting such big scenes done.
  11. 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
  12. 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.
  13. 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.
  14. 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.
  15. 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
  16. You can keyframe the Opacity property of the Sprite System>Sprite Emitter to go from 0 to 100 over time.
  17. 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.
  18. 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.
  19. This is very curious. There must be something about the model because no other model behaves this way. However, if I load it into v15f there is no problem. (V13t was ok also) But v15g, h, and i do have the problem so it's something about A:M. I had some success in v15i by saving the model with a new name then reloading both into a chor but it didn't' work all the time. I can make another model from scratch , add it to the chor and it works fine but the two PG modes still not. The skeletal button might become active but it would still have no effect. If you can find the v15f installer (or earlier) I'd roll back to that temporarily. (copy the master.lic file from your 15i folder to your 15f folder) If I had time I'd write an AMReport for this since it's reproducible. Remind me after Xmas if no one else does it. Great looking character!
  20. maybe a lighter rock texture? I thought it was shadow at first.
  21. Just another sock test. This one is modeled more like a mitten with a thumb so the mouth has more visible corners. Socktest3H.mov Christmas travel is going to take a big chunk of time off this project so it's looking a bit unlikely now.
  22. add 100 pixels to the edges of the decal and try stamping again? OR... add one patch beyond what you are decalling to your flatten group so the decal isn't trying stamp one of the distorted edge patches.
  23. I'm guessing you painted the non-white stuff on a otherwise transparent layer in Photoshop? In my PS 6 getting a proper alpha channel from layer transparency (two different things) is tricky. I made a tut on it, in my screecap tuts in my sig. edit: link to tut: http://www.hash.com/forums/index.php?s=&am...st&p=241122 BTW I'd do TGA instead of PNG, only because I know a TGA alpha channel when I see one. PNG transparency may not be quite the same thing.
  24. Are you sure your PNG has an alpha channel?. The PNG in your zip doesn't have an alpha channel in it.
  25. BTW, nothing needs to be in the library to be used in A:M. Any model or chor or action or image or whatever can be added to your current project with the good old File>Open menu.
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