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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. 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.
  2. Cool image. The source of the light from above is unclear.
  3. Fine looking character! (yeah, move the tail)
  4. 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?
  5. Martin explains some here: http://www.hash.com/forums/index.php?s=&sh...ndpost&p=155031
  6. that's quite effective.
  7. Help>Reset Settings
  8. 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.
  9. Looks great!
  10. 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.
  11. robcat2075

    IM HOME

    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!
  12. Without seeing the project, it sounds like the enforcement has been changed at the wrong time. No, some other complication is at work.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. I believe this, and it makes me think we should somehow try to shop TWO around when we get a trailer done, and not tell them that we were going to do it all anyway for next to nothing.
  18. I thought I was. Alonso even complimented me on them. Where's Robcat? He'll sort this out. Hmmm, my mouse was burning. Well, since we're being merciless... If we track a few significant landmarks we can see several instances of linear motion (neck, waist, cam movement) and hard to follow paths (wrist, nose-head, ankle). The thing i would most revise first is the "staging"... how it is presented to the camera. I had to watch it several times to figure out what the scuffle in the middle was all about; the key elements like the foot to the crotch are hard to see, perhaps because there is no visible set up to it, and because they don't appear as a clear form to the camera. I think the camera is moving too much and is too rigourously tracking the subjects. Real life cameras lag their subject usually. the punk's head smash into the camera works well, but the motion to get him there is taking too long. Too graceful. The tough guy's impact onthe wall is odd, perhaps because his torso, arms and head all arrive at the same time. How about Torso first , then head, then arms. I like the "look" of this production. It's quite promising. I could wish for some "enhancements" to A:M cel-shading to improve the look. The characters look good too. ebonmarked.mov
  19. The glow in the first pic is the falloff envelope . you can turn it off or edit it's dimensions in the property window for that bone. if you want to manipulate a bone you can select it and then hit n, r, or s to move, rotate or scale it. can't see the second pic, it doesn't download. (if you save the screencaps as JPGs, you can display them directly inthe post)
  20. A classic. ALT+3 to open the Properties window for the character. Under "User Properites" select the pose you want to delete. Press Delete.
  21. Par tof the confusion may be that his tut was written for an earlier version of A:M. The interface has changed since then, but the concepts are still the same. But maybe too detailed for a brand new user. Still, I think that's the good way tro do it. Yes. I thought that was part of the Babbage method actually. I haven't read it in a while. His tut on water surfaces could give you some ideas for creating that gel
  22. True caustics would be very long to render. Simulated caustics like most 3D apps do can be had http://www.babbagepatch.com/underwater.htm
  23. A fine start! congratulations. It's tough lighting dark object like that bishop (?). Since it's a chess piece and probably made out some shiny material, how about turning on the "specularity" on its material, then the glints off it's edges would help show off the shape more.
  24. Welcome to A:M! Render To File (button)> Render to File Output Settings, Output (Tab)>Format>Compression....Set Compression Settings: http://www.hash.com/forums/index.php?s=&sh...ndpost&p=145375 WMV may not be as viewable to the many Mac users on this forum.
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