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Hash, Inc. - Animation:Master

robcat2075

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Posts posted by robcat2075

  1. If you were open to a compositing solution, you could render the refraction (with no color, 100% transparency) as one pass, another pass to create a mask and use those two to composite you r refraction with some tint onto your scene.

     

    I've done this is the past when volumetric lights created impossibly bright intersections.

  2. The cube on the right looks like it's taking "density" into account: the farther a light ray has to travel through a transparent material, the more of the material's color it assumes. Do larger cubes get even darker? That would be a good test.

    In my example we're looking across the diagonal of the cube so the edges would be the thinnest and the center would be the thickest. The coloration of the cube doesn't indicate that, however.

  3. Since an IOR of zero

     

    he really meant 1, right? there is no zero IOR in A:M.

     

    To eliminate some variables I set all the lights to white. What I find incongruous is that even though the sky and ground are white behind the cube on the left, they don't get the same coloration from the transparency.

     

    [attachmentid=16253]

    iorZeroTest.png

    IORZerotest.zip

  4. :( can some one please tell me how you put a movie that you made on the forum

     

     

    render it as a quicktime, less than 2 megs.

    Use the "File Attachments" section of the Reply page to add it to your post.

     

    The "Animation:Master" forum is the only one that can't do that.

  5. No. The Alpha option is OFF on the camera.

    Is it off in the Render to File panel?

     

    Are you using the default "Animation" codec? Don't.

     

    What are you watching them in?

  6. I've heard that if I hold down either Shift or Ctrl and hit Y it will do it, but it doesn't do anything. I am using v11.1i

     

    Stitch mode. Search "Stitch" in the Help docs. Has sample movie.

     

    To keep the old curvature, you hold the Shift Key while adding the the new spline .

  7. Hey, fine looking stuff! That's a feature-quality looking character! I hope this is a pilot for a series or something because I can totally see that.

     

    One ani-bit... around fr. 22-23 his feet are leaving the ground flat-footed. If he pushed off with his toes leaving the ground last it would look like a more forceful jump.

  8. Displacement did work, but it was increadibly slow and it never reproduced the correct surface.

     

     

    Yes I'm using V12.0u

     

    That's the old displacement that only subdivides a patch. the per-pixel displacement is new in V13

  9. That looks like fine blocking!

     

    Between the anim and your notes I have pretty clear idea of what you are going for.

     

    When you do get to the wings remember that their flapping will have a certain effect onthe body. When they are flapping down they push the body up, and when they are resetting the body falls a bit (or maybe isn't rising as fast?)

    I would almost consider animating the body motion first then match the wings to it after.

     

    A "plus" might be to have the feet scramble a bit while he's in mid air... might be overdoing it, might not.

  10. Depends on your settings. It can also create one bone per finger.

    ah, you're right. I had never even used the default setting.

     

    Well, anyway, the manual (installed in the hxt folder) tells all...

     

    Step 7. Pull on the fingers. Just one finger bone is needed because the rotation of the bone is used to control the first joint in the finger, while the roll handle controls the other two joints (see Fig C23).
  11. TSM2 will create 2 control bones per finger. the last joint of the finger is controlled by rolling the 2nd bone.

     

    I'm able to bend all three bones in my TSM2 rigged character's finger. You should be able too. So I'm guessing some mistake has happened in the process of rigging the character.

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