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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. yes. just at the start. The rendered inset shows the transparency effect softening the roots.
  2. Eager to hear your discoveries!
  3. I have one suggestion on the hair... if you make the root of the hair do a quick transition from transparent to the intended hair color, it has less of the abrupt doll-hair look. On the bumps I have no idea, but would any of the bump alternatives like normal maps or displacement possibly give a better result with SSS?
  4. Here's one that someone gave me a while back. It's been a long time but I think the .trb files need to be installed in A:M (dont' ask me where) for the material to work. camo.zip
  5. Exercise 16, "Smoke, Wind and Fire" in TaoA:M Just take out the fire.
  6. I may be completely off base here so take this as a guess. As far as I know this is now accomplished by Multipass. This is not the same thing. The option I referenced is intended to NOT anti-alias edges. It's not about creating a result that does the same thing as anti-aliasing. It is intended to leave them jaggy so that there is none of the halo-producing transparency that you would normally get when you use a single color key as a basis for transparency in a GIF.. I found it. It is accomplished now with the "Alias Edges" post effect.
  7. If you shift select them in the PWS you have to physically click on one in the chor window before you use the cursor keys. I have to, anyway.
  8. I recall A:M had a render option to NOT anti-alias the edges of an object. This was intended for game programmers making sprites in pre-alpha channel days, but could be useful to make halo-less GIFs with transparency. Don't ask me where to find that option or if it still exists.
  9. If I drag and select a group of models then try to move that group I dont' get key frames. If I shift select several models in the PWS and the click on one in the chor and use the cursor keys to move them I get new key frames.
  10. Welcome back to A:M! Well, we dont' want a bunch of students going away disappointed with just some candles. I dont' have personal experience with the Hasp installation, but... Can you tell me, does it result in an installation of A:M on every student's computer or does the Master.exe file just reside on a server and called by each network computer everytime they run A:M? I know on a regular installation the help file is a "master.chm" file that resides in the same directory as the "master.exe" (that's on a PC. Mac...?). Are you on Macs or PCs? here's a thread on librarie problems (it's not specific to Hasp, but it might have some info) it had this particularly interesting link about library installation if those don't help, come back and lets get some more details. And maybe someone who knows Hasp installation will pop in.
  11. Can you show us a link to an example like that? The technique will be easier to identify.
  12. Short answer, yes, an action should work on the same model in a different project. To diagnose further we'd need to know more specifics.
  13. notes on #5 danfbb5.mov
  14. I've found embedding models in a PRJ useful when I've been doing some experimental (for me) thing where I'm tweaking models, materials, actions, chors along the way. If I save the PRJ with embedded models then I know that in each version the items that made sense together stay together and if I want to I can easily go back to a certain state of development. And I can always resave an item out of a PRJ when my R&D is done and it has reached divine perfection.
  15. If "frame" is not appearing then your image is not being recognized as an image sequence or was not imported as an image sequence or is not an image sequence.
  16. texture maps = decals = texture maps = decals You know what decals are, right? Paint it in a paint program and apply it to your model.
  17. A lot of these questions are posing here would answered if you had done the exercises in TAoA:M. There's a tut in there that shows you how to make a fire material.
  18. It? the model or the chor? right of center of what? the model or the chor or the screen? I'm not sure what you mean. You'd have to show a screen shot. What version are you using?
  19. Good looking skin. It doesn't have the solid wax look .
  20. a painted texture may be a better solution than a "material" here's one tut on painting spaceships however, the darksim material plugin has some decent industiral/metal presets. Search the forum for where to download the presets. I do not recall that exactly. There are many of them. Look at all of them.
  21. i looked at your screencapture. As i watch it I notice the front foot travels to the back in about 36 increments which suggests it is keyed to move front to back in 36 frames. Which is quite slower than the stridelength device appears to be set to (15 frames). Try setting stride length to 36 frames ( or whatever time length the stride is animated to), or slide the keys so that a stride is taking only 15 frames.
  22. Then why, a day later, are you still dragging those bones? Also, Jeff Lews DVD explains how to load and use those characters. Why are you not doing it like that?
  23. turn the blue ring on a finger control bone to curl the last two joints.
  24. Just to try... respline that eyebrow area so the decal isn't hitting any five-point patches. It shouldn't matter, but....
  25. Just to make sure I'm explaining my idea clearly.... suppose you have a decal that makes a blue cross on the mesh like in this picture: a bitmap like the orange rectangle that just barely contains the cross would cause my disappearing patch problem. a bitmap like the green rectangle that completely overlaps all patches that the blue cross contacts, and was applied with all the patches marked with a red X hidden, solved my problem. You may have done this already, but I wasn't sure from your description. Anyway, finding that this is decal-related is progress!
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