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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Congratulations! (I was hoping it was going to turn out to be a sausage) You should have had it turn on at the end. Bing!
  2. Ok that works, thanks. Trying to make the constraint in a pose gets a crash in V13t. I've made an AMreport of that. Here's a test of a button on a "sleeve" via a path constraint made in the chor. sleevewithbuttonmp4.mov It seems to be lagging the mesh of the cloth. Unfortunately there's no negative lag possible to try to offset that. And the button isn't maintaining it's orientation to the surface of the cloth. But it's promising. THere may be work arounds.
  3. This is a great idea. I recall it used to be possible to select a spline on model as a path constraint target, but now I can only select a spline made in the chor with the path tool. What's gone wrong here?
  4. I was just wondering... how would you attach a non-flexible item like a button, or a medal to some cloth? It would be of low mass so it wouldn't need to affect the simulaiton of the cloth, but it would need to travel properly with the part of the cloth it was attached to. Is there some sort of spring system tool that does that? I know you're doing basic R&D now, but would hair be a better choice for a grass skirt?
  5. I just tested TSM2 with all the default settings in V13.0t. It still works. Make sure you installed TSM2 with the 2.07 installer There was a V13 version around o, p q or r that didn't work with TSM2. Has anyone tried it in V14?
  6. That's a pretty good composite. Get them to pick up that bicycle and ride it. Aliens are irresistably drawn to bicycles.
  7. I'm saying (and Ken too) that deleting stuff in an "Action" (by that I mean an official A:M Action, which is an animation separate from a "Choreography") is so quick that preselecting part of some animation in a chor is not an issue. You can CTRL-select multiple channels in your Action timeline and delete what you don't want in one step. You can also delete unwanted frames from before or after the part you want and slide what is left to 00:00 if you wish.
  8. I haven't scoped out your question completely but you could save the chor action to an "action" then delete the channels you don't want in the "action"
  9. When you get cloth all figured out, Paul, I'd sure like to know how to do the sort of subtle, non-lively cloth we see on clothes such as these: Accroding to he promo material those suits are simulated cloth and not explicitly modeld that way. I realize lots of R&D has gone into Pixar's cloth simulator, but maybe A:M cloth just needs to find the right settings and tricks to get the same result? I'm sure there's lots of tricks and workarounds in a Pixar movie. Anyway, keep at it Paul, and please do a tut when you're done that explains what you've found out.
  10. that's quite promising looking! is it possible to make the legs transparent, so the pass throughs wouldn't show?
  11. Yes, animating with bones will be slower. I suspect because deforming the model on the fly is more processor intensive than spinning it whole in the model window. You've already hit "page down" to reduce the subdivision level, right? For more speed you can change the object draw mode from Curve to Vector or even Bounding Box It's next to the entry for your model in the chor in the PWS. Change the circle to a diamond or a box.
  12. I think a layer for that purpose is supposed to Ambient 100% too?
  13. is the file from A:M, or after it has been in your video editing app?
  14. That looks charming!
  15. That's quite odd. I can remodel those shapes and not get the black patches, but I don't know why your version has them. It doesn't look quite the same when I load it, but it does have some weird looking shading. by not having a center CP in the caps to your cylinders you are getting two circular patches overlapping themselves. That's not good, but even when I eliminate that your model still shades oddly. LightSaberRevised.zip
  16. you don't seem to have any 5-pointers so I don't think it the "normals". You don't have porcelain on this do you? Hard to tell. If you zip the model and post it someone will probably give it a look.
  17. 9.5 was a long time ago, but I believe inthe Project Workspace, on the timeline side there is a red bar for the cancan action. click it and extend it to cover the time you want it to be active. btw, much has improved since v9.5. Upgrading would be a very good idea. only $99.
  18. If she's going to endorse a soft drink , she'll need a mouth to drink it with.
  19. You may not need lights at all for that. Here's bit I did about 10 years ago. idl_150kbps.wmv About 19 seconds in a space shippy thing will appear. On the "floor" are numerous flashing and non-flashing lights, rather like your disco floor. But none of them are real lights, they are decals painted to look like the floor has lights under it. Even the glows are painted on. Among the advantages... it renders fast. If you need the lights to "illuminate" your character combine this technique with a few non-volumetric lights below him to create the actual shading on him, and use a "lightlist" so that they only affect the character.
  20. Hey that graphic novel treatment looks great! I can see that being a lost segment of "Heavy Metal" Does Tar still have the tutu he wore in Fantasia?
  21. I can't quite imagine the effect you're going for. The glass in CRT screens is of such uniform thinness that refraction is a non-issue in real life. What is the dramatic intent of this effect?
  22. Yes, 10 seconds is a long shot. Pixar animators talk of finishing 3-4 seconds per week. On the other end of the scale, I have heard of a producer (an A:M user, BTW) who hires animators to complete 8 seconds, not in one week, not in one day, but in one hour! For all of $20. Ouch.
  23. If I read your description right... You read about "Material Displacement" ("Displacement Material", really), but then instead used "Roughness"? Those are two different things.
  24. Since you ask... I would say that the first issue that strikes me is that he moves without showing proper weight and mass. For example, he will often move from one foot to another without really transferring his weight properly. He might step forward and then lift his trailing leg before his leading leg could ever take over the job of holding him up. I think it's a good scenario and a complex one; you'll want to make sure all the mechanics are immaculate since that is what people will judge in a demo reel clip like this.
  25. One advantage of keeping them separate is you can temporarily hide parts that you aren't animating to. Faster real time response. The TWO set makers have been doing clever things with Action Objects to build up their sets. Maybe one of them will step in here to explain
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