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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Good that all your 2D practice wasn't wasted.
  2. Good looking character. Is the sweatsuit drawn on?
  3. that works. Very Japanese.
  4. I'd try turning Bounce way down and maybe collision radius up a bit.
  5. Lotta stuff there! Do you want it day time or night time? The sky looks daytime but the streetlights say nighttime.
  6. 29.97 vs. 30 is a difference of almost 2 frames every minute. Being two frames off will be noticeable to most people and just become more obvious as the minutes pile up. If you are taking clips of less than 30 seconds into a 3rd Party NLE like Premiere it shouldn't have a problem with those, but I don't know what happens with 30fps productions edited in A:M's NLE are more than 1 minute in duration. Fun fact: 29.97 was a solution for problem that never existed. This long read explains it but basically the notion that the frame rate change was needed to accomodate color was the result of bad guess work by an engineer and never demonstrated to be correct. But it's entrenched now and we have to live with it.
  7. Sounds like you moved the red bar of the action so that it no longer starts at 00:00. Select it and stretch the beginning back to the start. An action is only active in the time that its red bar covers.
  8. As far as I know A:M doesn't accomodate 29.97 directly. forcing your 30 fps footage to 29.97 in another editing program shouldn't cause an audio sync problem until you reach lengths of 30 seconds or more. What to do over 30 seconds? For most productions individual shots usually don't last that long so there shouldn't be any drift noticeable as each shot in your NLE begins with the audio back in synch. But I don't know how A:M's own NLE handles 29.97. Anyone? Interlacing is a different issue. Normally, you won't choose "Interlace" as an option in A:M. After what stage in your editing process are you seeing the interlacing appearing?
  9. Most of that is pretty good but here's a rule: If you have 5 or more lines running into a CP that will be bad. Never do that. It will always make a crease. Do not do it. Splines should cross at a CP like an X. No more lines should be going into that CP. You have to reroute the extras somewhere else. rerouting: resplineMP4.mov there's also a vid in Spleen's TAOAM giraffe thread that show more about how to reroute splines. face03.zip
  10. And now, right here, on this very stage is the most sensational, inspirational, syncopational, instrumentational, 3-Dimensional A:M scene I've seen today: 2_01_80 red-blue version cross-eye 3D version Marching Band-imation by KenH Crowd-imation by PFMark Rabbit-mation and camera-mation by me Those are just quick shaded renders but you get the idea. They look best if you full-screen them. You can see what some "final" rendered frames (in 3D!) look like here. Not that I know of. I'm going thru and tidying up the unfinished shots in "We're Off, We're Gone" so it can be in TWO and just decided to do the extra 10% to properly set the stereo options for the camera since I had rather envisoned the sequence for possible stereoscopic anyway. I thought of that too. However, they've devised the situation to make it awkward for independents. Aside from the need to pay someone to convert your movie to the correct digital file format, they charge a "digital print fee" every time your movie is projected. It looks like the anticipated savings of not having to make a film print of your movie for theatrical showing is negated.
  11. A frame from "We're Off, We're Gone". Put on your red-blue glasses.
  12. I think in V15 the offset button is on by default. You may have to turn it off before you do each constraint.
  13. I can tell you that he is away on an extended missionary trip. As far as modeling a body it's like any other object, but you really need to start with the exercises in "The Art of A:M" and learn your way around the modeling environment of A:M. It even has tutorials on modeling a character with body and everything.
  14. Ideally, your walk and talk actions won't have any keys in common. The various blend methods are used to negotiate compromises when they do have keys in common.
  15. yes, it is possible. First check that when you added the second action it didn't boot the red bar for the first action out of the way.
  16. those chains are so close together in the pic you've posted, they're very likely to get confused on collision. Show a picture of how you have them separated now.
  17. Hard to tell from the pic, but just delete the keyframe for that bone at that point and re pose it. Always use the rings on the rotate manipulator ( R ) to turn a bone. don't drag it by the tip. IF you're using FK arms don't try to drag it all by the wrist. use the rotate manip to pose the bicep first then the forearm , then the hand.
  18. Possibly it wwould help to start/model them in an outward position so they fall into place and are not starting n contact with anything, which seems to be a big no for cloth simulations.
  19. yes. if the images are numbered: name000.jpg name001.jpg name002.jpg... and you select the import animation sequence option they will be imported as if they were a movie targas are better than jpegs pretty much make your image sequence include every $0.01 increment from the lowest to the highest you need. after you've applied this as a decal to your model and saved that and put it in your chor... enable the "show more than drivers" icon for the model (in the chor again) this will make it possible to set properties for the decal (u gotta hunt for it) including the frame being displayed.
  20. 1) If you un-expand the "bones" folder it will present all keyframes on a single line for easy selecting and moving. 2) vid on keyframing that shows how to avoid unnecessary "Whole Model" keyframes: http://www.hash.com/two/RCHolmen/KeyFrameOptionsMP4.mov
  21. I'm impressed with what you got out of stock objects. That's just the sort of thing Hash could use to sell A:M to con-goers. You can animate hair. Don't ask me how, but Mark Allen (PFmark) did it for the shot in TWO where TinWoodman flips a mop up and over into the air and catches it. Hope she's got broadband in that tent.
  22. I looked at the before and after... I'm not sure what part is the bad part for you, unless it's the sudden color pop at one point.
  23. the ground plane? The default ground is a model that you can texture and resave with a new name. You can scale it larger, but not to infinity and beyond.
  24. I'd create an image sequence of this display in a paint program, going from lowest price to highest price, and apply that sequence as a decal to your sign. In your chor you can control the displayed frame of an image sequence. It would be easy to make it go up-down-up-down as needed for your story. And easy to revise the timing of that as you refine your animation.
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