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Everything posted by robcat2075
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Hello Wolf, You can buy the annual sub at the Hash Store... https://store.hash.com/index.php?route=product/product&product_id=127 After your payment goes through, an email will be sent to you with a product key. You can download the latest installer from the address given in the email. Run that. If you still have the trial version installed, delete the master0.lic file from the program folder to cause it to request your new key. If you have trouble... ask again! AND... very important... run the installer on the computer you plan to use A:M on. Your subscription is keyed to that one computer. If that computer can't have internet access contact Jason @ hash.com for the extra step involved.
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That's a cool demo! He probably used "Simple Scatter" You can put a flat plane in a chor, it, and choose "Simple_Scatter" to randomly distribute many instances of a model on that plane. It also seems to work for curved surfaces.
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Very convincing!
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Lots of great contributions from Alain over the years.
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Rodger, all the images in this thread have turned to links and I only get a broken graphics symbol when I click on them. Today they show properly! How about an image sequence containing maybe 10 different treatments and use a pose slider to select one for each car?
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It will be a good topic for next week end! Ultra short cylindrical concept... You can "cylindrical" apply a decal to a head and have just one seam at the back but there will be overlaps, like the back of the ears or the inside of the nose or under the chin... What if you made a Pose that unfolded those features so that they were all outwardly exposed around the vertical axis? Then apply the decal in that pose. Everything is covered once and only once, with minimal patch distortion and there is just one seam on the back to have to paint around.
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Live Answer Time is cancelled but we could uncancel it if this is an emergency.
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The smearing on the edge is because the splines need to turn such a tight corner from the front side to the back. It's not obvious with the color map because there doesn't seem to be small color details that would reveal it. My preference for face decaling is to use cylindrical mapping which leaves only one seam on the very back of the head instead of one on each side. The adjustment of the mesh before decaling is also easier than the "flatten" method. Describing that is a bit beyond a few sentences, however. Here is my series on the conventional "Flatten" approach which will still get you two seams, but farther back so they are less obvious.
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Are you available at the regular LIve Answer Time tomorrow? I'd be curious to see what you are doing up close.
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Are you sure you mean you used "Add Image"? That tiles one image onto every patch.
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This would be a great question for... Live Answer Time! But we're not having Live Answer Time this week. Happy Fourth! Yours is the classic wagon wheel problem, the bane of every western stagecoach, generally known a "strobing" There is no perfect solution for this, you mostly need to distract the viewer's eye from it. In "Timing for Animation", Tom Sito gives advice similar to all the other animation books... You need some large scale feature or texture that will not strobe. We don't have "dry brush" in 3D but we do have motion blur. For this animation of a gear with small teeth, I have widely spaced spokes, a non-repeating texture and motion blur set to 100%. Strobe5D_2000.mp4 The teeth still strobe but it is not painfully obvious. We are fortunate that, in A:M, we can have 100% motion blur. A real film camera can only smear about 50% Motion blur is best done with multi-pass. The number of passes you need to get an adequate blur depends on how far something moves on screen. You're on the right track by including a discolored link. More of that, perhaps more subtly colored... and lots of blur. On a separate note, it looks like you are using an environment map to create the chrome reflection effect. It is best to that to "Global axis" ON so it won't rotate with the object.
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It's possible that just exporting the two sections as named groups with in one model may be enough for you to identify which should be the cutter in the polygon program.
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My suggestion would be to export the model and the cutter as separate models, then do the boolean cut in one of those programs that one uses to clean up/fix polygon meshes for printing, using one to cut the other.
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The baked files are all rather inscrutable binary, unlike most A:M files. However, I presume with some comparative analysis one could deduce the format and figure out a way to reverse it.
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If "Bake Particle Systems" created keyframes in the chor one could select them and do rmb>flip>X-axis. However, baking isn't editable like that. Reversing the video in post likely the way to do it.
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Here's a Shaded render version of the streaks project. A Final render has some transparency trouble I've sent in as a bug report.
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How did you not get a motorcycle with a sidecar? I was sure that was how the story was going to end!
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I think you're talking about a "material effector"?
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I figured out why the black Spade sprite didn't work... I left the "Additive Color" ON. Adding black to something leaves it as it was so no black appeared.
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The Live Answer Time session regarding this topic can now be found on the Live Answer Time... Less Live page.
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Whoops! Sorry. Here is the unbaked version. I'll delete the ZIP. StoParticles08_UNBaked.prj
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That's good Dan, that informed our discussion today at LAT. Was that done with Newton or Bullet? Tom, here is the "S to streaks" project I showed. This ZIP contains the baking files for the particle systems, unzip it all into one folder. Baking makes it easier to scrub back and forth in the timeline. If you want to change anything and see the changes you need to Unbake the particles first. EDIT: See UNBaked version below.
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I recall Paul Forewood showed a very convincing demo of a shape blowing away as particles. I regret that we never got to hear his explanation. My notion is something along that line. I look forward to seeing Serg's solution also!