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Everything posted by robcat2075
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If you have some sounds in wav format, you can import a wav file by right clicking on Sounds in the Project Workspace. from there you can drag it into your chor (in the Project Workspace.)
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From Beginner to Master... How hard was the learning curve?
robcat2075 replied to ryancz1's topic in New Users
Welcome to A:M! "Duel" might have taken less than a year but is the product of a whole group of people at Anzovin Studio all with several years of experience. I'm sure that helps. Stephen Millingen spent several years on "Briar Rose" in his spare time. The fine artists' good work you mentioned is daunting sometimes, but it helps to remember that none of those were their first (or second or third...) attempts at A:M. They built up the skills that made those possible over a number of earlier projects. Along the way they may have shortened their learning time by learning from other people's successes and studying them. The thing I found most difficult about A:M at first was trying to connect the flat image on my monitor with the 3D thing inside I was trying to make. I found that (T)urning my model often helped give me a better sense of it's shape. That and frequent changing to front/side/top views to remind myself where things were. Dont' start your dream project at first. Start with little things you are not so invested in, then the initial failures wont' be terribly disappointing. Ask specific questions on the forum and someone will probably jump in with an answer. "The Art of A:M" manual is something you should definitely work thru first as it has many of those little things you will eventually want to know about. Good starting point: http://www.hash.com/2007web/newuser.htm -
merge and purge www.sgross.com
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I think a radiosity render rather than an AO render would be your better bet for an indoor scene. AO is more about outdoorsy looks. Looking good tho.
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Look's like a nice theater! (I hope the remote control has an button to hoist up those red ropes that would get in the way of my view.)
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If you are looking at your model in a choreography, it is also remotely possible you have changed the "Object Draw Mode" setting for your model. in the PWS, to the right of your model's listing in the chor is an icon that sets that. Set it to circle for roundness.
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Looks good. btw, TSM2 does have the option of either kind of legs on both the front and the back legs. It's on the "quadruped" tab.
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That looks fabulous, Roger! I'm glad you finished that. You're absolutely correct and I did consider it. But some rough calculations suggested that you'd have to have something like 36 radial cross sections to have a moving bulge as the wheel rotated that didn't "pulse" from cross-section to cross section and it would probably still be a bias tweaking nightmare to get it to look realistic in motion. I couldn't justify this type of patch overhead on just a car. a distortion box would simplify animating that. However an easier solution might be to deform your eight-rib wheel once and then just rotate the texture on it. I think that would be visually indistinguishable from actually animating the mesh.
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Much depends on where A, B, and C actually are. -it may just be the interpolation of the splines in the channels as they try to reach all three keyframes. -it may be that the CPs at one or more keyframes have acquired an exaggerated bias magnitude. This happens sometimes if keyframes have been moved on the timeline or a keyframe has been created between two preexisting keyframes. go to your PWS. select the bone. select the channel view of the timeline. select all the CPs. Hit keyboard 9, then 0 to knock some sense back into the CPs and set them to zero-slope.
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And you'll want to animate those monsters carefully too. No one likes a stiff floaty monster! Photorealism is an advanced topic in CG. Don't be discouraged if your initial attempts fall short of your expectations.
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If you want the rippling distortion the heat causes you could model a bumpy cylinder, make it all trasparent with a slight refraction of about 1.05 and aniamted that underneath your rocket nozzle.n
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Those are cute. "Angry Walk" is something I've been trying to do for one of my TWO shots also. Part of it, i think, is not to shove the hands forward quickly, but rather to pull them back quickly to accent the downward stomp. And then there is a certain timing to it that I'm finding very elusive to capture.
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After you drop the action on your character in the chor its gets a properties window that lets you set the crop range. Check that.
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And by "it", I mean the feature.
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btw, this feature is documented in the manual (aka Help) "Light Gels" I'm glad you're all doing well with it.
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you perused this thread? http://www.hash.com/forums/index.php?showtopic=29163 I believe if you turn on "Show more than drivers" for your object in the PWS you can make keyframes on the channel tha controls the particle emmitter's output. I think viscosity will be a big factor in how your fluid behaves.
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Can you export a still of a model to use as a graphic?
robcat2075 replied to Lucine's topic in New Users
In your render settings choose an image format such as targa or jpeg (not quicktime or AVI), and set your range to a single frame such as 00:00 to 00:00 -
That's not a bad girl voice, though. I've tried it myself for scratch soundtrack purposes and there is something elusive about it that is more than just "pitch".
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Overall that's pretty good and there are moments where it is quite convincing. There are moments where the illusion fails a bit. But with an animated character that looks like a girl I think most people would buy it. Much of it, however sounds like an older girl, a later teenage girl rather than a 10 year-old. There's a breathy quality that children have that is missing.
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I seem to recall a short that showed up here in one of the animation contests that had more slapping. Did I just imagine that?
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Have you tried Help>Help TOpics? do a search on "constraints" and there is an "about" for every one of them. testing them out on a couple of bones you made in a scratch model is useful too.
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report the non-conformity of the renders as an A:M report
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I'm sure there's a way, but you can open any of the models or chors or whatever else directly, they don't need to be in a library. File>Open in the menu.
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shapes? You mean models? I think you want this zip... ftp://ftp.hash.com/pub/misc/Data.zip
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you have multipass on? did you do the spec settings on a material or the whole object?