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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. I agree. Sometimes the feet are going up at the same time as the body. Since the feet push the body off the ground, they have to stay in contact with the ground (pushing) until the body has gotten enough momentum to carry it up. Then the feet are yanked up behind it. Right now he's in the air too long for the small push he's getting. If your rig permits it you can lift the heels up while leaving the toes planted to give more extension on the push.
  2. Yes. Even real world video has this trouble. Long, thin, nearly horizontal lines are a worst case for anti-aliasing to solve. In real-life you can defocus the camera a bit to soften the lines, but that's harder to do in CG. Post a pic. Any reason not to use 12t? Won't change the aliasing, but it has more bugs fixed.
  3. My tooltips don't show up consistently either. Tools>Customize>Commands will show every icon and a description
  4. What exact version are you using? including the letter in the version number. Help>about
  5. That sounds too violent. How about if he just shoots the gun out of their hand?
  6. or how about a bank robbery?
  7. and most importantly, animation. A:M can import common polygonal formats (that's what you are talking about) but these models are rarely suitable to conversion to splines, which is what A:M uses. Most models will need to be substantially reworked if you intend to rig and animate them. A:M is introducing ambient occlusion in V13. V13 is still in "alpha" now, but A:M owners can download and use it. I think the math of 3D rendering is pretty well established now. I doubt that any of the apps has a secret that dramatically increases their speed, all things being equal. If you want faster these days, you need faster hardware. Yes. A:M is a unified environment to model, rig and animate without need of other programs.
  8. I calibrated my monitor once... and everything I did on it after that was too dark for the rest of the world to see. Calibrated monitors are so rare that it has almost become pointless to target them.
  9. My first suggestion would be to add some light across the top. It's too dark for me to make any other critique comments...
  10. If you can duplicate the look of Sully's hair then Martin can say A:M's renderer is as good as what Pixar had for their first four movies and not just the first three. Looking forward to what you come up with.
  11. I'm on the "boards too lumpy side." They look like they are inflated. Is thie because the edges are not beveled but just rounded corners? But wonderful work all-in-all! Eager to see this develop!
  12. First guess, you aren't upgraded to the current version of QT7? Don't need "pro" but do need 7.
  13. that looks close, but I bet you have to thin him out after you add hair.
  14. Sorry.... "compensate Mode" button
  15. to make a bone hold it's orignal position after you apply a constraint use "offsets" pick the bone pick the constraint hit offset button (at top) choose target bone
  16. First you right clicked in the model window and did New>Pose>ON-OFF that wll open a new window make sure you're in bones mode (button at top) right-click on a bone>new Constraint Later on when you use this character in an animation you will need to remember to turn this pose on.
  17. Two five point patches next to each other is supported. Five point patches appear flatter when seen on edge than regular patches, so that would be a reason to avoid them, but they do work. 5point.zip
  18. I suspect that A:M will not actually break the light into different colors like a real prism would. Rainbow spectrums would probably need to be faked somehow. But you can make objects that bend light somewhat like a prism would.
  19. Looks wonderful! You're doing some of the best A:M work around. Looking forward to seeing the animation too.
  20. that coulds only mean... about a dozen different situations? If you can see it on the screen, you can screen cap it.
  21. I think you want to apply your bump map as a spherical projection map rather than as a decal on some flattened geometry materisl>attribute>change type to>plugin>hash>projection
  22. I'm not sure I understand either. screen cap would really help.
  23. It seems that those 4 points may be all on the same spline (bad) because there's one long spline winding it's way through that wing and turning back and forth across it making that shape by starting with one cross section and extruding more sections toward the tip probably would have prevented that from happening.
  24. well, post that wing or flipper or fin or whatever it is... zip it to post it
  25. It's very unlikely that you made that spot out of one spline (which would not fill in), but someone will mention it if I don't. I'm also presuming that that red CP which appears to be a 5th CP in the group is actually in the background. It's possible that one or more of those CP is actually two CPs in identical positions. try... this... deselect all. one at a time select each CP (by clicking, not by grouping) and drag it somewhere else and see if there is still one left behind in the same positions. I have done this before by "extruding" but not dragging the new CPS to a new postion, then forgetting I had extruded, and extruding again. Last hope if the above isn't the case... delete the 4 CPs and make them over by extending the neighboring splines.
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