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Everything posted by robcat2075
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Hey Rodney! I just want to thank you for your never-ending efforts to cheer on the new users who come to A:M. Thank you for using your powers for good and not for evil. Continue cheering for truth, justice and the A:Merican way! If only a certain former cheerleader were more like you...
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How does the rendertime of the map as a displacement compare to the same map as a bump map?
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Ha! That's quite amusing. And a nice looking render too! For some reason that sylized reality looks very "pixar" to me. You should add some aburdly huge landing gear to it. I'm thinking the decal on the wing might look "better" if it were aligned with the edge, but you're the expert.
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Hard to know without seeing...you don't mention that you've set the starting pose. MAke sure that every bone you are setting at 18 has been been keyed at 0. Nudge them with the cursor keys. Try that
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Every detail "costs" some render time. It'a matter of deciding wht you don't need. ray traced shadows and reflections, numerous ray traced lights, complex combiner materials, "roughness" on a surface... those are things that increase render time. Mapped shadows, simple lights, simple materials, smooth surfaces... they are quicker. If you just want to check the motion of an animation, test render it in shaded mode. That is very quick.
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Looks cute! keep us posted.
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You can have multiple chor in one scene, however A:M doesn't support making one continuous render, switching from one shot to the next to the next, to the next... In live action, they shoot all their shots separately and edit them together. In animation it's the same, they render the shots separately and edit them together. This has the advantage that you can render each shot when it is done and not have to wait for everyone to be done. You can tack shots together in any video editing app, or even Quicktime Pro. Exact procedures will differ so check their manuals for the details.
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I certainly appreciate the good work you guys are doing. I'm looking forward to knowing how to make use of it all.
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We will need some sort of all-in-one-spot documentation for the rigs. There are talented A:M users who are interested in animating on TWO who are not frequenters of this forum and sending them to peruse 25+ pages of a thread for info probably would discourage them. And there may be people here a year from now that are not inthe picture today. We want to make it easy for them to get on-board and up-to-speed.
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Cool image. The source of the light from above is unclear.
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Fine looking character! (yeah, move the tail)
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The compression in A:M is the compression provided by Standard Quicktime or standard MS codecs. What ever their strengths or weaknesses are. calling up preset mouthshapes for lipsynch has pretty much fallen out of favor for fine animation. Good voice work is hard to do. AE is an ENOURMOUSLY powerful compositing program. It's the 600 pound gorilla of 2D motion graphics. A:M is intended as a 3D modeling and rendering program, and that it does VERY well. If you need more than 3D modeling and rendering then yes, you need some that does those other things. I can't imagine any 3D app onthe market being used as, say, a final audio mixer. We could just as well say you can't use AE for serious 3D modeling and rendering without some other app. But you knew that already, right?
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Martin explains some here: http://www.hash.com/forums/index.php?s=&sh...ndpost&p=155031
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that's quite effective.
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On the other hand, I used to use a computer with a 16MB ATI card driving two monitors and it worked just fine. There must be more to it than the memory or the brand.
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Looks great!
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Some of the display problems MAY be video card problems. 32MB sounds small these days, but I couldn't say for sure. The quicktime windows going blank... that suggests something wrong with the system entirely separate A:M.
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Sounds like a great set up. A:M won't render or perform any faster for having two video cards. I do like having two monitors so I can spread the control panels out. I like the ATI Radeon cars that can drive two monitors from one card. A:M is certainly powerful, but as I imagine you already know, the biggest factor is the user's talent, focus and time. BTW, you'll want to frequent the "anime" forum here for tips on "toon" rendering Welcome!
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Without seeing the project, it sounds like the enforcement has been changed at the wrong time. No, some other complication is at work.
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Maybe not even that. I recall it is possible in the channel editor to "animate" what frame an image sequence is on. You can hold, reverse, skip. Don't ask me how.
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This sounds liek a job for one animated rotoscope (an image sequence) rather than several rotoscopes trying to elbow each other out of the way.
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Looks fab!
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Hey, very promising work! Yeah, there are details that could be plussed, but it's been awhile since we've seen some landscape work around here. I hope you continue your work with shots like this.
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"Ebon: chapter 2, scene 4" - anime-style two-minute short
robcat2075 replied to luckbat's topic in Showcase
Of course, part of what's confusing some of these paths is the camera motion. That is working against clarity. I moved the cloak a bit in the revised version to show the leg better, though that's mostly cosmetic. Still not clear enough. Iff all we saw was the silhouette of that character (which is really all the 1st x viewer in an audience will see) will we know what has happened? No; we really need to see a sudden move like that in profile to have any hope of catching it. If this were a stereoscopic movie you might be able to stage these things going in and out of the camera as you do, but in 2D... very unlikely to get that to work. By the time the camera swings around to see her leg, it's already inthe anticipation pose. We never see the anticipation move.