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Everything posted by robcat2075
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Aside from the wireframe guide, volumetric effects *don't* show up in shaded mode. They are effects that must be rendered in "final" mode to be fully seen. You can quickly test out a small portion of your screen by doing Shift-Q and Right-button dragging a bounding box around the area (the effect perhaps?) you want to test. Anything show up when you test render? I dont' know about this one, but as a general tip a more specific topic title than "Certain things not working" might get you more result since people generally only read posts that catch their attention and the person who knows the answer to your flocking problem may not bother with something so ambiguous.
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Alpha Channels and Bump Maps going bad....
robcat2075 replied to Kelley's topic in Work In Progress / Sweatbox
That shouldn't be a problem. Bump maps don't have to have a related color map. -
Alpha Channels and Bump Maps going bad....
robcat2075 replied to Kelley's topic in Work In Progress / Sweatbox
I don't mean that the Red shows through, but that the b/w grayscale is showing without creating the ribs. The map used to create the bumps should not be seen. Should it? It's *possible* that the shading is fooling you, but no... a bumpmap should not produce any change in the color of the patches it is on. After you are SURE that map is changed from "color" to "bump"... save, restart, reload. just to try. However, for features as big as those ribs, modeling them explicitly is the way to go. Ought to be easy with splines. -
Alpha Channels and Bump Maps going bad....
robcat2075 replied to Kelley's topic in Work In Progress / Sweatbox
Just as a technical point, alpha channels can have a use in any kind of map. An alpha channel limits what portion of a map is used. In a situation where color and bump maps were derived from the same source material one might very well might have an alpha channel in the bump map that was the same shape as the alpha channel in the color map so that they would both affect the same area. It's not common, but it's out there. One exception is the cookie cutter map with alpha where the alpha channel is interpreted as a transparency. This is different from what an alpha channel in a color or bump map does. -
translation to calmer, post warm milk and nap tones: You're rendering bigger than you need to. 6000x3200 would exceed the capabilities of any existing display in our world.
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Alpha Channels and Bump Maps going bad....
robcat2075 replied to Kelley's topic in Work In Progress / Sweatbox
do you get different results with the same PRJ in different versions? -
http://www.amazon.co.uk/Animators-Survival...4244&sr=8-1 a bargain at new or used prices.
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"Page Up" and "Page Down" control real-time subdivision. If you post JPGs instead of BMPs it will take up way less server space and people can see them without downloading.
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running is a bit complicated because there's a stretch where neither foot is on the ground and the character is moving forward thru the air. It's like a series of jumps from one foot to the next, to the next, to the next... This will be difficult to get right in a typical CG cycle where the character runs "in place" while the ground slides underneath. There is a run cycle animated for Thom on the CD that you could study for that. My advice is to animate the character actually moving forward in space, running from one footstep to the next, for about 3 or four strides so you can discover the right timing and spacing. Put a little stone on the ground that the character is running past. Then you can shift the poses back to the starting line and make the ground move appropriately backwards based on how far the character had moved past the marker stone. Richard Williams' TASK covers runs ans the important key poses on pg 176. Note that most of his drawings aren't registered so that the foot on the ground stays put, which exaggerates the forward motion of the body. But on pg. 180 he has some sets where the feet are registered and you can accurately gauge how much the character is moving forward from each drawing to the next.
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you may want to check out the uncondensed version of the tut: http://web.archive.org/web/20080201095824/...t/CoopFace.html
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select all. right click Flip Normals
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show a pic of what you have. It's too hard to judge what's wrong from a text description.
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Cute Dog!
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The reason there isn't a simple answer for skin and a single pre-made material for skin is that skin has different colors and textures and reponse to light at every different point on the body. The good news is that all the 3D programs, including A:M, pretty much do all the same things in terms of coloring, texturing and lighting, so if you find tutorial by some one who has developed a good strategy in another app, you can probably translate that to A:M usage.
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well... graphics drivers updated? Or perhaps this occured after an update and you could un-date? try switching OpenGL Do decals disappear? A layer is pretty much a decal on a flat plane.
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Does the mention of the rotoscop actually disappear from teh PWS? briefly I made an "action" (like a macro) in Photoshop that would add an alpha channel in my video to make all the blue areas transparent, and do that to every frame of the video automatically. I can import that revised image sequence into A:M and use it as a rotoscope over my 3D scene. I haven't gotten back to experimenting with it to find the best workflow. When i do I'll explain more about it here on the forum.
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a rotoscope is like an image on a flat patch that hangs in front of the camera. It has the option of hanging so close that it appears in front of any model in the scene or so far away that it appears behind any model in the scene. I don't think rotoscopes are what is causing your renders to be black.
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It looks fabulous! Have a great visit in the US of A. Sorry, I misread! Too bad you can't make it. I suppose it will be about a year before it's been to all the festivals and we can see the whole thing?
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A shaded wireframe of the above pic would tell us more. CFA can sometimes get confused by splines running very closely along side each other.
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Try this until we figure out why the mac doesn't do it. 1) load this model into a text editor ImageSequenceUser.zip 2) and use search and replace to change "output001" to yourimageXXX where yourimage is the name of your sequence (not including frame number) and XXX is the first frame number. if your sequence starts with "catjump01" (notice that has a 2 digit number instead of a 3 digit number) you will replace "output001" with "catjump01". Case is important. 3) if your image format is not jpg you will need to do a separate search and replace to change "jpg" to yours. Case is important. 4) save this revised file to the same dir as your image sequence. 5) rename it to end in .mdl not .txt 6) load this model into your PRJ, that will cause your PRJ to import the image sequence which you can then use on other models. 7)you will have to correct the frame count to match your sequence in the image props. The search and replace operations need to be done exactly right.
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I suspect Avalanche was using an image map on the hair to give a denser look while requiring fewer actual hairs. Just a theory.
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Yes there is. click the Arrow-plus button (for making splines) hold down the shift key and click on your original spline where you want the new CP A:M will think you're starting a new spline, but just right-click to end spline making and it will leave the one CP you laid down on your original spline.
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Yup, we need to get you splining better! The end of the nose looks like it has multiple splines ending in one CP
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Looks like another cool production!
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There's a setting for toon rendering properties called "bias". If it is too low it can cause that faceting appearance. High setting create very uniform lines. Low settings cause the line to vary with the severity of the surface curve it is perpendicular to. ( my observation, not a technical explanation) Remember that toon rendering can be affected by either toon materials or general render settings