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Hash, Inc. - Animation:Master

robcat2075

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Posts posted by robcat2075

  1. Nice looking sets. Great character!

     

    Good discussion!

     

    -I dont know the story so I don't know why the character is looking directly at the camera. But in most cases it's a rather ambiguous tactic unless the viewer has been explicitly prepared to understand it as the POV of an established character.

     

    -One small animation note... the head rotates as if it is perched on an isloated axis on the top of the neck. You could loosen up that up greatly with accompanying motion in the neck bone. Try moving your own head without any neck motion at all. Bet you can't do it! And since your character has a pretty substantial neck it becomes all the more important to not leave it locked in place.

     

    We could extend this concept to the whole body. You really can't move your head with out some shoulder movement too. And once yo move the shoulders the hips have to move also to balance the body. It's just a hair of motion but it keeps the character from looking stiff.

  2. I suspect that where I went wrong was that ends and the center should have each been a single spline.

     

    Yup you don't need that extra spline onthe top face (red).

     

    Make the end (green) out of one single spline loop, extrude it twice like the arrows show, peak everything, and then neither the ends nor the middle will show a patch.

     

    If you made this by first creating the L-shaped cross section, then extruded that down, that will almost certainly create internal patches since the ends and middle would be made from more than one spline.

    corner.jpg

  3. However, various unwanted patches get created (sometimes inside the wall, or at the junction where one wall starts and another ends). Intermittently as the player is moving these unwanted patches will show up, usually when the camera is positioned near-perpendicular to the normal of the unwanted patch.

     

    Internal patches. This is a sign of improper splining when building the model originally. Show a wireframe of the model and someone will be able to point out how to avoid that.

  4. The boards are very basic. Just 24 patches each. The edges are not bevelled. The patch-count is already slowing down my machine so I can’t make them more detailed.

     

    Wouldn't bump/displacement/normal mapping eliminate the need to model each board separately?

  5. It looks to me like his hops don't originate in his feet. I think what is lacking is a stretch pose at the point he leaves the ground.

     

    I agree. Sometimes the feet are going up at the same time as the body. Since the feet push the body off the ground, they have to stay in contact with the ground (pushing) until the body has gotten enough momentum to carry it up. Then the feet are yanked up behind it.

     

    Right now he's in the air too long for the small push he's getting.

     

    If your rig permits it you can lift the heels up while leaving the toes planted to give more extension on the push.

  6. I’m not sure what you would call it, Aliasing?
    Yes. Even real world video has this trouble. Long, thin, nearly horizontal lines are a worst case for anti-aliasing to solve. In real-life you can defocus the camera a bit to soften the lines, but that's harder to do in CG.

     

    Post a pic.

     

    I'm using version 12q Yeti
    Any reason not to use 12t? Won't change the aliasing, but it has more bugs fixed.
  7. Or is just setting it to "Y-poles singularity" for "roll method" enough to change it to quaternion?

    it doesn't change the interp method, but it does fix the rolling

     

     

    Thanks Robcat I'm trying to figure this out. I'm going through the setup now. It has nearly 100 bones. I'm setting all of their "roll method" to "Y-poles singularity". Then testing out the animation. This will take awhile.
    A text editor might be able to do a replace change very quickly. Don't know wht to look for

     

     

     

    I found this in a V12 file. A V13 file may differ

     

    [TYPE] RollMethod
    Value=Y-Poles-Singularity
    [ENDTYPE]

  8. That brings up a question, is there anyplace that shows and labels every icon that A:M has???

    My tooltips don't show up consistently either.

     

    Tools>Customize>Commands will show every icon and a description

  9. great stills and great price ! still be 299$ ?

    and most importantly, animation.

     

    i would like to know if this software can read models with or without textures

    from c4d, maya and 3dsmax and well all the rest :) perhpas in dxf but is there any direct loading propreitary c4d library and other programs ?????

    A:M can import common polygonal formats (that's what you are talking about) but these models are rarely suitable to conversion to splines, which is what A:M uses. Most models will need to be substantially reworked if you intend to rig and animate them.

     

     

    last question: c4d has occlusion rendering or something like that :)
    A:M is introducing ambient occlusion in V13. V13 is still in "alpha" now, but A:M owners can download and use it.

     

    two questions then:

    - is rendering one of the fatest ???

    - is rendering can render radiosity as far as c4d 9.52 latest version ?

    I think the math of 3D rendering is pretty well established now. I doubt that any of the apps has a secret that dramatically increases their speed, all things being equal. If you want faster these days, you need faster hardware.

     

     

    a last question

    - bones ?

    - ringing ?

    - inverse cinematic ?

    Yes. A:M is a unified environment to model, rig and animate without need of other programs.
  10. Hmmm... I still don't think walking directly into the camera is using the screen space well. This would be better staged if he were walking across the camera view and not into it. If he's absolutely GOT to walk into the camera* have him walk farther... I think his steps are too small for a young bouncing boy in any event.

     

     

    *why is he walking into the camera?

  11. If you can duplicate the look of Sully's hair then Martin can say A:M's renderer is as good as what Pixar had for their first four movies and not just the first three.

     

    Looking forward to what you come up with.

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