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Posts posted by robcat2075
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go buy an nvidia rock stable , ati is bug ridden!
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.
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Looks great!
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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.
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Sounds like a great set up.Hello all,
I have built a 8ft, high 6ft wide, and 5ft deep sound proof computer room....
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.My question is about the dual nvidia 7800 graphics cards. They cost a few hundred a peice. Will my naked eye even be able to tell if i am running dual cards or should i pocket the money?
A:M is certainly powerful, but as I imagine you already know, the biggest factor is the user's talent, focus and time.Is my equiptment able to make a cartoon with this program on the profesional level IYO?BTW, you'll want to frequent the "anime" forum here for tips on "toon" rendering
Welcome!BY THE WAY I HAVE BEEN LOOKING FOR THIS SITE FOR MY WHOLE LIFE! LOOK OUT WORLD HERE I COME!!!! -
Without seeing the project, it sounds like the enforcement has been changed at the wrong time.As soon as enforcement rose above 0%, the eye focus immediately leaped to a point just a bit in front of the character's face, then made it's transition from there to the camera.
No, some other complication is at work.Am I to understand that less than 100% enforcement of a bone/null position is always going to be relative to the bone's original position, not relative to any subesequent positioning in an action? -
but I also need to know this so I can re-work the upcoming months
months?
You're gonna need a multi-year calendar.
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Yesterday at the TWO meeting Martin said that displacment maps will work with 5-point patches in v13.
We were internet-talking on Skype so it's possible he really said something like "I'm having spaghetti for dinner"... but to me it sounded like he said that displacment maps will work with 5-point patches in v13.
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I'm not sure I understand your commentary or the reasons for the spline to polygon conversion, but it's a fine lookin' cat!
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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.OK, so I just need to replicate the image as many times as I need frames filled with the still and then cycle to the next. -
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.
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Looks fab!
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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.
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Of course, part of what's confusing some of these paths is the camera motion. That is working against clarity.The "nose trail" in particular was a revelation.
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.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 moved the cloak a bit in the revised version to show the leg better, though that's mostly cosmetic.
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.I don't understand what you mean by "no visible setup," though. -
His take was that if you have your product all complete, and then go to shop it, you'll get offered very little for it because if it doesn't get bought up, what are you going to do with it?
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.
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good lookin stuff!
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First thing that struck me was that a lot of your motions were very linier in nature. Are you remembering to put in your archs?
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.
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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)
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A classic.
ALT+3 to open the Properties window for the character.
Under "User Properites" select the pose you want to delete.
Press Delete.
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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.Thanks, Rob. However, I'm just getting my feet wet in A:M [no pun there] and that tutorial was 'way over my head. [no second pun, either] There's a lot of good information, to be sure, and I printed it out for future reference, but for the nonce, is there simply a way to bring shafts of fuzzy, diffuse light down through the 'water'? Perhaps a volumetric spotlight with a very narrow cone?
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 gelMy question about caustics was refering to light thrown on the ocean floor, since the camera will not be looking up. Could an animated gel [A blending into B] be used? -
True caustics would be very long to render.
Simulated caustics like most 3D apps do can be had
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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.
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No vote also. The Cam is the most important view and we already have the orthogonal presets we can go to instantly via the keypad.
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Welcome to A:M!
Could you please tell me how I change my format to Sorenson 3 mov format?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
Could I use my Windows Media Player as the format to attach the file to the post?WMV may not be as viewable to the many Mac users on this forum.
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The last time I heard a Hash person speak on it, they said that A:M doesn't really benefit from a top-of-the-line card. It doesn't depend on the video card for performance as much as other 3D apps. If you have a 128 mb card you're probably set.
increasing your RAM will probably let you run more apps with A:M better, but won't increase performance unless you have complex elements that exceed your RAM and the computer has to begin swapping from the hard drive. Hard to predict the tipping point for that. going up to 1GB probably isn't too expensive though.
But really, a faster CPU (and motherboard and RAM) is most likely to produce perceptible gains.
Reset defaults?
in New Users
Posted
Help>Reset Settings