sprockets TV Commercial by Matt Campbell Greeting of Christmas Past by Gerry Mooney and Holmes Bryant! Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
  • Posts

    28,055
  • Joined

  • Last visited

  • Days Won

    360

Everything posted by robcat2075

  1. That mac time is better than before Intel macs came along and better than intel times were some years ago. And this is a scene designed to take absurdly long to render on any machine. Compare this to the 11Second club entry I just did. That took 2 seconds per frame to render in "Final". So Mac would take 4 seconds per frame.
  2. Take the PRJ and show us. People would say that but they never posted actual comparisons. Realistic production demands are whatever someone puts in their production. There is not single test for that As I said at the top, this is a test designed to focus on the CPUs processing power for A:M. While everything uses the CPU Particles introduce introduce other significant variables like RAM access speed and total available RAM. Those are not the variables I'm trying to look at IN THIS TEST. I want to examine as few variables at a time as possible. I just want to examine the relative processing power of CPUs. Those will be informative whether you use hair or fog or whatever in your particular production. Nowhere am I claiming that three teapots is a typical scene. It does however invoke a set of loads that are mostly CPU intensive and much less of all other resources. That makes it a fair test OF THE CPU. For the moment, I just want to examine the relative processing power of CPUs. And if I haven't mentioned it up to this point, for the moment, I just want to examine the relative processing power of CPUs.
  3. Congrats! You got some inches there!
  4. It would be useful to find out how various CPUs do with A:M, for those who are considering new machines. This PRJ is designed to test the major render time hits like reflection, refraction, multiple ray-traced lights, shadows, anti-aliasing and combiner materials without touching on disk and RAM hogs like bitmaps or hair. Please download this PRJ ThreeTeapotsBenchmarkv005.prj select the camera view in the chor. If you are testing v16 or later, load this render preset when you render to file. benchmark.pre If you are testing v13-15 set your Options>Render Settings to "use settings from Camera" before you render to file. The PRJ has every possible render parameter set in the chor camera. In either case you will need to set a file path. Then hit render and wait. You should get a small jpg (320x240) exactly like this in your "My Documents" folder (Mac Users may have to select a new location): Report your: version of A:M (see Help>About A:M) render time min:sec CPU Brand and model Actual CPU speed in GHz how many cores A:M is using RAM OS mine was: 15h 19:59 AMD Athlon XP 3200 1.921 GHz 1 core 2 GB RAM Windows 2000 Thank you!
  5. there really needs to be a horsey head on that flotation device. Have you written this commercial yet? If it's short I might be able to animate it for you.
  6. That's a big chunk! I could see most of that! On many of the POV shots it was hard for me be sure who's POV it was. Your animation is getting better. Have you ever watched my vid on Keyframing options? I think you could get more consistent results if you were using the timeline effectively.
  7. BTW, if you save your images as JPG they'll be much smaller and display directly in the forum.
  8. It seems that decals always override the color of materials. As far as I can tell. However.... you can bake materials into decals (>SHIFT-Bake Surface). Make your grunge material, bake it, THEN change the baked "color" type map to type "diffuse". "Diffuse" maps act to darken surfaces (gray scale only) decal over material: decal over "diffuse decal"
  9. Of course, there will probably be 50 other carnivorous-plant-talking-to-butterfly entries. It's the obvious choice! that turned out well!
  10. more good looking stuff! That frog has a severe turkey neck.
  11. lovely! Can you reveal how you did the sand?
  12. Turns out there were only a few spots where you could see his mouth wasn't moving so I sorta got by with minimal lip synch. "a coCOOOONN of horror!" I didn't get my Hi-larious punchline in so that may just have to be an A:M forum exclusive some day. Here it is. But don't let that stop you from slogging thru the 300 or so entries over at 11secondclub.com to vote for it! WhippedCreamMP4.mov Thanks, everyone, for all your comments and encouragement!
  13. It's a long shot.... The punch line isn't in there yet. WhippedCreamd0000.mov
  14. a few seconds more. WhippedCreamC0000.mov I spent so much time rigging the mouth and I'll probably never get to the actual lipsynch.
  15. This is a bare notion of the performance of the spine. The arms are only barely there yet. Is the butterfly flapping too distracting? WhippedCreamB0000.mov
  16. sad, crying flower... WhippedCream0000.mov no, it's not done, this is just the first 2 seconds.
  17. 9 hours to go and only the first pose done I thought the thin looked too flimsy, but it wouldn't be hard to go back even after I animate.
  18. updates are being added incrementally, so there isn't a big new version to wait for now. The updates are free for the duration of your subscription. Welcome t0 A:M!
  19. Only 9 hours to the deadline. That's not good.
  20. first test pose
  21. "WiddleBird" looks more ready to go. If I could fix one thing, it would be the way the arms fling out and bounce straight back on "horror" without any arc or overlap. That's the one that bugs me the most. Too late to incorporate this now, but the voice would fit the big bird character well. I picture a fat person saying the line.
  22. I love to lathe. I live to lathe.
  23. well, I've found one version that seems to have everything intact but the smile keys. I actually have bones moving the lips around but I was using SS to fine tune the results of the CP weighting. I need to get on with the body so I'll just do without smiles for now. I don't know why the last few versions went bad. It's like several of the CPS that had keys on them lost all knowledge that they were involved in SS and just stayed stuck in space while other parts of the mesh moved around them. This didn't become apparent until i had reason to restart A:M and actually reload a model instead of just continuing on in the same session after a save.
  24. I'm afraid it's all off now. None of the models I saved (33 of them) saved more than two the smartskin keys, so all of mouth shaping is gone.
×
×
  • Create New...