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Everything posted by robcat2075
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lighting, textures, shapes, animation. Those are all decisions you make. If you copy other peoples' looks, you will get work that looks like theirs. If you don't, you won't. It's up to you to be unique. not your graphics card or your program. Really, it seems everyone has answered as best they can on a forum. At this point you need to make the plunge to know more.
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many animation situations are so specific that pre-existing actions won't do; everything is just animated directly in the chor. However, "second chor actions" can help in modifying premade actions. How to add any animation after any action
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It's not that they couldn't, but given the large number of vertices in a polygonal model, manually selecting them and assigning individual weights would be impractical. I suspect weight maps are the only reasonable solution to refine weighting beyond general bone fall-offs. Even in A:M, individual weighting is tedious.
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That's a wonderful looking character! Some sort of mad-scientist-time-travel-shrinking-wormhole story seems to be in the works. I have one thought about the glassware... try using a different material on the inside surface of the glass. the gradient on the inside is making it look another layer of glass rather than glass with thickness.
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How about put it on Youtube instead? (you'll get more views, too)
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render times... Are your lights all raytraced? Raytraced lights (sun type, lightbulb type) take longer than Kleig lights set to "shadow-map" You seem to have several shadow casting lights. Multiple lights take more time too. A daytime outdoor scene will only have one... the sun. You can make other "fill" lights non-shadow casting. Do you really need the reflection in the window? Make them dirty windows and it won't matter.
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I'm surprised it works as fast as it does. When I zoom the guitar sample i noticed the "wires" dont' scale like the CPs. Hey, since you're writing model converters, how about a V13 to V11 converter?
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Global Axis ON is the only way to keep the "reflections" correctly oriented (they're supposed to simulate a white dome above the car, not a dome off to one side.) The light on the ground seems excessive. Yes you could change the environment map to darken the reflections or even change their color. Many variations are possible. When you experiment, just change one thing at a time, so you know why the result is different. Edit: The map doesn't even have to have the dimensions that I used. For this image... http://www.hash.com/stills/displayimage.ph...um=23&pos=2 ... I used a bigger map that was black with a white square in the middle to make the shiny reflection on the red plastic on the front of the controller. As far as the aliasing, i dont think that's the global axis at work. Something else is mis set. You might also look into A:M's new Image Based Lighting for more accurate environmental reflection effects. But don't ask me how to set it up, I haven't used it yet.
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Remember to turn "Global Axis" ON in the properties for the material in the model, or the reflections will appear painted on the car when you move it.
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This is not a bug. What happens is that the rotation manipulators as well as the rotation edit boxes all allow the user to do the rotation in Euler because... But even if the bone is using Euler interp, channels are not displayed. The problem with that explanation is that we don't need a 4th D to describe translations, which could also be ambiguous depending on the observer, and when we do rotations on the screen we are able to unambiguously get any angle we want with just 3 dimensions.
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This is an environment map inside a Gradient material, then the ambient intensity on the objects was cranked up to about 70% [attachmentid=23286] It's just a start but it didnt take 5 hours to render. PRJ: [attachmentid=23293] carpaint.zip
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1. The behavior you describe seems like a bug. You might report it to www.hash.com/reports In the mean time you can get access to individual rotate channels by expanding your PWS outline and selecting one: [attachmentid=23283] 2. XYZ and W are channels for "Quaternion" interpolation. I've never seen an intelligible explanation of how it works, but you will never get "gymbal lock" on bones that use Quat. You can right click on that "rotate" transform property and choose "vector" or "Euler" interpolation, which use plain old XYand Z, but those can get gymbal lock. "Euler" is quite good for things that need to rotate on one axis only, like propellers. Quat is harder to edit but I've found small changes can be made safely by just moving the XY or Z keys.
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Copying keyframes from one pose slider's channel to the channel for a different pose slider doesn't seem to be supported. I tried it (yes, I had my pose filter ON and tried both the KeyBone and Whole Model filters) but it doesn't work. It probably prevents unkowledgeable users from creating all manner of chaos by pasting things to they know not where. There aren't many situations in which you can paste keyframes between different named items. You can do it to model bones, you can do it between same-named items in different-named models, and CopyPasteMirror sort of does it among "left" and "right" bones (however, naming my pose sliders "left" and "right" didn't get me much)... that's about it I think.
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An environment map does almost the same thing. It gets reflected off the model but you don't see the map "around" the model. an "occlusion pass" could be used in compositing to remove the differences between the environment map's simulated reflections and those environment spheres.
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Same version of A:M on both macs? V12 can't load V13 data. were you trying to load a PRJ? if so, were the models embedded in the PRJ or were they saved separately? maybe you forgot to bring the separate files with you.
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probably. Try shrinking it. Rule of thumb: if the decal is only going to be x pixels wide on the finished render, it only needs to be x pixels wide in your scan. Or it could be a lack of video card memory. does it show up in a render?
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a kids room for a personal animation!!!!!
robcat2075 replied to pelonppp's topic in Work In Progress / Sweatbox
If I had to quibble I'd say the curve on the train track varies too much. But a fine looking image! -
you may have "has stride length" OFF in your action properties. or... in your project workspace check that the redbar for the action is as long as you want the walk to be. [attachmentid=23187] If not click it and drag the end out.
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You may need to explain that more. Do you have your "key bone" filter on instead of "key model"?
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what isn't working? In the project workspace window: Sounds>Right-Click>import sound drag that into the chor
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As long as they are sequentially numbered, and you "Import>Animation or Image sequence" they should come in in one swoop. You may need to set the correct FPS in the image sequence's properties panel afterwards
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export "Movie to Image Sequence", choose targas. Those will work.
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In the properties for "Ground" turn Options>cast shadows to ON to single thickness shadows to show up. I forget the explanation about why the ground casting shadows has anything to do with this but it does in some CG way.
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Congratulations! Of course this means you are now responsible for explaining booleans to the next new user who comes along wondering how they work.
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that looks cool! suppose you didn't use a force, but moved the car away from the emitted sprites. Then suppose you locked the camera and the scenery to the car so it appeared the sprites were moving and not the car, etc. You could create almost any complex path that way.