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Everything posted by robcat2075
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Can you use the Windows "Snipping tool" to capture a shot of the message?
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Beautiful card! Merry Christmas, Marc!
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A Santa hat would be in season!
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I've never really tried consolidate! What i do is remove all images and assets that are not relevant, then Embed All, then save a new PRJ and include the PRJ and the remaining relevant images into a ZIP. Consolidate sounds easier but i've never tried it.
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Prehistoric! Image Contest! Deadline December 20!
robcat2075 replied to robcat2075's topic in Animation:Master
I'll give pre-roll another look after the contest, Matt! In my own PRJ it was way faster to build the hair settling time into the regular chor time instead of using pre-roll. BTW, I'm still accepting entries! Until Dec. 20! If any already-entered entrants have refinements they want to swap in, I'll take them! If any potential entries are still in the pipeline, I'd love to get them in the contest! Don't miss out! -
Hi, Tom! You are very close. I am presuming that you have Tools>Options>Units>Show Time as set to SMPTE I am presuming your 15 frame sequence is numbered 00-14... I am presuming you have Tools>Options>Global Show advanced Properties and Show Property Triangle checked I am presuming you know how to see the timeline pane of the PWS. Apply the image sequence like a normal decal After you put the model in a chor, next to "Shortcut to" for that model, turn "show more than drivers" ON This will expose the Decals folder in the PWS in the Chor Expand the property triangles until you get the Frame parameter Select the Frame property set the timeline view to Curve view on frame 00:00 set a 00:00:00 in the Frame parameter on frame 00:00:14 set a 00:00:14 in the Frame parameter select the two keyframes watch this video (fourth post) on how to set Post-extrapolation to make it repeat and do that: Here is another way..
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that is very odd.
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Needs a hat!
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As far as installing fonts to Windows I think you just right-click on the font file and choose "install" Probably have to reboot after that.
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Yes, A:M uses the fonts that are installed in Windows. No need to install them separately for A:M.
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I see now that Roger was really asking about authoring new materials that use the Symbiont plugin. For that you would have to have the separate DarkTree program which is not sold anymore. Alas! However I'll note that the .dsts files are all text files. Perhaps some clever person can deduce useful information from them DarkTree Knotty Pine Flooring Version: 2.00 Modified: 05/15/2003 Author: Ron Wolfe // So far, I've found that Agate makes the best wood grain. Play // with the contrast, and especially scale it by compressing the x // axis and stretching the y axis to get the grain pattern that you // want. There are numerous ways to keep adjusting this shader to // get many different types of wood. This one looks a little like // knotty pine. By Ron Wolfe. Pref_Map: Planar Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Feet Heading: 0 Pitch: 0 { Natural 1 : Agate Color { DarkData: 4, -1, 200 Transform: Trans_0 : 1.66667, 0, 0, -0.916667 Trans_1 : 0, 0.25, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.6 Strata_Function : 0 Blend_Function : 0 Brightness : 0.3 Contrast : 0.3 Input_Seed : 13 Color: Low : Link_To 5 | Color High : Link_To 6 | Color } Natural 2 : Lumps Color { DarkData: 4, -3, 200 Transform: Trans_0 : 5.34188, 0, 0, -1.14583 Trans_1 : 0, 1.78063, 0, 0 Trans_2 : 0, 0, 4.2735, 0 Common: Lump_Size : 0.07 Density : 0.18 Blend_Function : Link_To 11 | Percent Input_Seed : 1 Sampling_Options : NONE Color: Background : Link_To 6 | Color Lumps : Link_To 5 | Color } Natural 3 : Lumps Percent { DarkData: 4, -2, 200 Transform: Trans_0 : 5.34188, 0, 0, -1.14583 Trans_1 : 0, 1.78063, 0, 0 Trans_2 : 0, 0, 4.2735, 0 Common: Lump_Size : 0.07 Density : 0.18 Blend_Function : 0 Input_Seed : 1 Sampling_Options : NONE Percent: Background : 0 Lumps : 1 } Process 4 : Composite Color { DarkData: 3, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Blend_Function : 0.5 Mask : Link_To 3 | Percent Invert : FALSE Color: Color_A : Link_To 1 | Color Color_B : Link_To 2 | Color } Control 5 : Switch Color { DarkData: 5, -2, 200 Transform: Trans_0 : 0.599999, 0, 0, 0.549999 Trans_1 : 0, 4, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : Link_To 0 | Seed Weight_1 : 1 Weight_2 : 1 Weight_3 : 0 Weight_4 : 0 Weight_5 : 0 Color: Background_1 : Link_To 12 | Color Background_2 : Link_To 13 | Color Background_3 : 200, 0, 0 Background_4 : 0, 200, 0 Background_5 : 0, 0, 200 } Control 6 : Switch Color { DarkData: 5, -1, 200 Transform: Trans_0 : 0.599999, 0, 0, 0.549999 Trans_1 : 0, 4, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : Link_To 0 | Seed Weight_1 : 1 Weight_2 : 1 Weight_3 : 0 Weight_4 : 0 Weight_5 : 0 Color: Background_1 : Link_To 19 | Color Background_2 : Link_To 20 | Color Background_3 : 200, 0, 0 Background_4 : 0, 200, 0 Background_5 : 0, 0, 200 } Pattern 7 : Rock_Wall Color { DarkData: 1, -1, 200 Transform: Trans_0 : -2.53841e-007, 5.8072, 0, 0 Trans_1 : -5.8072, -2.53841e-007, 0, 0 Trans_2 : 0, 0, 5.8072, 0 Common: Input_Seed : Link_To 0 | Seed Height : 1 Width : 16 Depth : 1 Row_Shift : 0.3 Mortar_Width : 0 Blend_Function : 0 Sampling_Options : NONE 2D_Pattern : TRUE Largest_Size : 1 Smallest_Size : 1 Size_Variation : 0 Rounded_Corners : Link_To 0 | Rounded Corners Align : 1 Directional_Bias : 0.5 Color: Stones : Link_To 8 | Color Mortar : 127, 95, 63 } Control 8 : Shuffle_Translate Color { DarkData: 2, -1, 200 Transform: Trans_0 : -7.5271e-009, -0.1722, 0, 0 Trans_1 : 0.1722, -7.5271e-009, 0, 0 Trans_2 : 0, 0, 0.1722, 0 Common: Input_Seed : Link_To 0 | Seed X_Amount : 1 Y_Amount : 1 Z_Amount : 1 Color: Background : Link_To 4 | Color } Pattern 9 : Rock_Wall Bump { DarkData: 1, 0, 200 Transform: Trans_0 : -2.53841e-007, 5.8072, 0, 0 Trans_1 : -5.8072, -2.53841e-007, 0, 0 Trans_2 : 0, 0, 5.8072, 0 Common: Input_Seed : 1 Height : 1 Width : 16 Depth : 1 Row_Shift : 0.3 Mortar_Width : Link_To 0 | Bevel Width Blend_Function : Link_To 26 | Percent Sampling_Options : NONE 2D_Pattern : TRUE Largest_Size : 1 Smallest_Size : 1 Size_Variation : 0 Rounded_Corners : Link_To 0 | Rounded Corners Align : 1 Directional_Bias : 0.5 Bump: Stones : 0 Mortar : 0 Bump_Scale : 1 Bevel_Width : Link_To 0 | Bevel Width Bevel_Profile : Link_To 26 | Percent } Shader 10 : DarkTree_Shader Color { DarkData: 0, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Color: Light1_Color : 255, 255, 255 Light1_Rise : 0.625 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0 Light2_Rotate : 0 Surface_Color : Link_To 7 | Color Diffuse_Level : Link_To 0 | Diffuse Diffuse_Function : 0.5 Luminosity : Link_To 0 | Luminosity Specular_Level : Link_To 0 | Specular Specular_Function : 0.5 Glossiness : Link_To 0 | Glossiness Metal_Highlight : 0 Anisotropy : 0 Anisotropic_Direction : 0 Reflectivity : 0 Environment : 180, 180, 240 Transparency : 0 Refraction : 1.5 Clear_Coat_Level : 0 Clear_Coat_Glossiness : 0.4 Clear_Coat_Thickness : 0 Clear_Coat_Smoothing : 0 Surface_Bump : Link_To 9 | Bump Alpha : 1 } Generator 11 : Sine_Wave Function { DarkData: 5, -3, 200 Common: Input : 0 Frequency : 1.25 Amplitude : 0.5 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 5 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE } Process 12 : HSV_Attractor Color { DarkData: 6, -3, 200 Transform: Trans_0 : 0.37, 0, 0, 0 Trans_1 : 0, 0.37, 0, 0 Trans_2 : 0, 0, 0.37, 0 Color: Background : 255, 255, 255 Target : Link_To 0 | Grain 1 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 14 | Percent Val_Amount : Link_To 15 | Percent } Process 13 : HSV_Attractor Color { DarkData: 6, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Color: Background : 0, 0, 0 Target : Link_To 0 | Grain 1 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 16 | Percent Val_Amount : Link_To 17 | Percent } Control 14 : Randomizer Percent { DarkData: 7, -3, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 18 | Percent Percent_Maximum : 1 } Control 15 : Randomizer Percent { DarkData: 8, -3, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 18 | Percent Percent_Maximum : 1 } Control 16 : Randomizer Percent { DarkData: 7, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 18 | Percent Percent_Maximum : 1 } Control 17 : Randomizer Percent { DarkData: 8, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 18 | Percent Percent_Maximum : 1 } Process 18 : Composite Percent { DarkData: 9, -3, 200 Transform: Trans_0 : 2.7027, 0, 0, 0 Trans_1 : 0, 2.7027, 0, 0 Trans_2 : 0, 0, 2.7027, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Variation 1 Invert : FALSE Percent: Percent_A : 1 Percent_B : 0 } Process 19 : HSV_Attractor Color { DarkData: 6, -1, 200 Transform: Trans_0 : 0.37, 0, 0, 0 Trans_1 : 0, 0.37, 0, 0 Trans_2 : 0, 0, 0.37, 0 Color: Background : 255, 255, 255 Target : Link_To 0 | Grain 2 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 21 | Percent Val_Amount : Link_To 22 | Percent } Process 20 : HSV_Attractor Color { DarkData: 6, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Color: Background : 0, 0, 0 Target : Link_To 0 | Grain 2 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 23 | Percent Val_Amount : Link_To 24 | Percent } Control 21 : Randomizer Percent { DarkData: 7, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 25 | Percent Percent_Maximum : 1 } Control 22 : Randomizer Percent { DarkData: 8, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 25 | Percent Percent_Maximum : 1 } Control 23 : Randomizer Percent { DarkData: 7, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 25 | Percent Percent_Maximum : 1 } Control 24 : Randomizer Percent { DarkData: 8, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 25 | Percent Percent_Maximum : 1 } Process 25 : Composite Percent { DarkData: 9, -1, 200 Transform: Trans_0 : 2.7027, 0, 0, 0 Trans_1 : 0, 2.7027, 0, 0 Trans_2 : 0, 0, 2.7027, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Variation 2 Invert : FALSE Percent: Percent_A : 1 Percent_B : 0 } Generator 26 : Linear Function { DarkData: 2, 0, 200 Common: Input : 0 Frequency : 2 Amplitude : 0.1 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Grain 1 Tweak : 179, 133, 91 Tweak : IF_COLOR Tweak : Grain 2 Tweak : 240, 228, 202 Tweak : IF_PERCENT Tweak : Variation 1 Tweak : 0.1 Tweak : IF_PERCENT Tweak : Variation 2 Tweak : 0.1 Tweak : IF_PERCENT Tweak : Rounded Corners Tweak : 0.02 Tweak : IF_PERCENT Tweak : Bevel Width Tweak : 0 Tweak : IF_PERCENT Tweak : Diffuse Tweak : 1 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.3 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.15 Tweak : IF_PERCENT Tweak : Luminosity Tweak : 0.1 Tweak : IF_INT Tweak : Seed Tweak : 2 }
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Try this, Roger... clip4913StartDarkTreeMaterial.mov
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Prehistoric! Image Contest! Deadline December 20!
robcat2075 replied to robcat2075's topic in Animation:Master
While we're waiting for a few entries to get over the finish line, if anyone has revisions or extra touches added to their entry since they submitted you may send those in. I'll note that I've reduced the minimum res to 720 pixels. There is no need to re-render if yours was already larger. -
OK. I presume you have something you edit video in. Check an see what it imports for video formats. If it imports numbered image sequences that would be ideal.
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If you have things like music (or dialog) you need to match in animation, make the sound first and bring that into A:M to work by.
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If you have an animation with sound you need to render and keep the sound attached (for example, you need to edit it into some other video), render to an uncompressed AVI as Rodney notes above. This will be a large file. If you have an animation with sound you need to render and keep the sound attached (and upload to something like Youtube), render to an uncompressed AVI as Rodney notes above and use your video editing app or an app like Handbrake to compress that to a YouTube friendly format like .mp4 with h.264 compression. Note that compressing to MPEG-4 is not the same thing. If you have an animation that doesn't need sound attached render to an image sequence and use your video editing app or an app like Handbrake to compress that to a YouTube friendly format like .mp4 with h.264 compression. If you have questions, keep asking!
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I'm sorry this is not going smoothly. Hopefully, our interactions here will help solve the related software problems. The problem for Hash in trying to explain how to use paint programs is that they all seem to work differently and not have standardized terminology. If Photoshop Elements will let you save a PNG with background transparency that works as transparency in A:M, then that's most of what you need. Give it a try and see what happens For me, for all the things i do, I still need to be able to edit the R G B and Alpha channels individually. I would still like to be able to look at this with you at Live Answer Time.
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You can control it three ways. the keyboard CTRL-D toggle add an on-screen button from Tools>Customize>Commands>Draw (the red/white star) in Tools>Options>Rendering set Quality to Shaded and set Show Decals ON/OFF
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First try CTRL+D That toggles real-time decals ON/OFF
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And you set the type to Cookie-cut?
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Live answer Time is at noon CST. There is a link in my signature.
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Are you available on Saturdays, at Live Answer Time? This would be dramatically easier if i could see you working in the program.
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simple dino inspired by contest....8)
robcat2075 replied to johnl3d's topic in Tinkering Gnome's Workshop
that's Woodzilla! -
Prehistoric! Image Contest! Deadline December 20!
robcat2075 replied to robcat2075's topic in Animation:Master
Still taking entries! Quick Prehistoric tip: If you are doing anything with Hair, don't use Preroll. Set Preroll to zero. Instead of setting your Hair material to use one second of Preroll, and trying to render your scene at frame 00:00, set PreRoll to zero and render your scene at 01:00. For some reason A:M is way faster calculating hair motion after 00:00 than before 00:00. One second will give most hair a chance to settle, if you need more, render farther down the line.