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Hash, Inc. - Animation:Master

robcat2075

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Posts posted by robcat2075

  1. What about European video of 25fps?

    For a long time Europeans converted 24fps film to 25fps PAL by running it at 25fps. This raises the pitch of the audio 4%. Most people will not detect this unless they A/B it.

     

    Digital creates some new possibilities for stretching 24fps to 25fps. I haven't witnessed the results of any of them.

     

    However, our target format for TWO is HD. We discussed that at an AD meeting I recall.

     

    HD is multi-framerate and 24P is one standard framerate for HD. Getting to European 25fps PAL should be a fairly low-priority issue for TWO.

  2. But after I have rendered both the even and odd frames, how do i put them together?

     

    It's good practice to render anything important to a targa sequence.

     

    image000.tga

    image001.tga

    image002.tga...

     

    you can reload that targa sequence back into A:M and resave as a compressed QT or AVI

     

    Or, take them to an NLE to marry sound to the animation.

  3. Everything Brian said.

     

    Everything I've done is 24 fps. Not that it matters for any of the "blocking" we've done so far, but we don't want to do polished animation at one frame rate and have it interpolated to another.

     

    a post by Victor Navone against changing frame rates

     

    I think we should not depart from any more industry standards than we need to in this film. There's no reason not to do 24.

     

    Also 30 fps is even farther from what we get in realtime than 24 fps. Polishing animation goes way faster if you can see the full frame rate in realtime and don't have to do a render first.

     

    tweak, play, tweak, play.

     

    not tweak, render, wait... play, tweak, render, wait... play,

  4. A:M has experimented with dual CPU suport in the past, but it's not included in the current version.

     

    You can run two instances of A:M simultaneously and, for example, have one render the odd frames and the other render the even frames of an animation.

     

    You'll need sufficient memory so that neither instance resorts to swapping data on the HD.

  5. I know it's not relevant what rig was used, but I'm just curious if you used the Squetch rig for this model?

    I rigged it with TSM2, which has some squetchy features but I didn't use them this time out.

     

    Any chance you'd post the model for general use (if not, that's fine)? I just like his look.

    No, I can't. I already created "a situation" at the AnimationMentor office last week when i merely revealed i had included one of my models in a bug report to Hash.

  6. Is there a special codec for this file ?

     

    Well, that's what I get for trying to be modern. H.264 is supposed to be a standard QT codec now but I guess they don't have that all worked out yet.

     

    I've put a Sorenson3 version up at the top. Sorry for the inconvenience.

  7. Thanks, guys!

     

    Are you doing the Animation Mentor program, because I get the impression cause the character looks like one they use.
    Yes, that's "Stewie", remade in Animation:Master. "Push a heavy object up an incline" was a 2nd quarter assignment. They've changed the curriculum since then, it may be no more.

    I myself am getting ready to apply for the summer term of this year. I really want to hone my character animation skills.
    Brush up on your drawing skills between now and then. That's one thing they don't warn you about... you will be expected to make quite a few drawings as part of your assignments.

     

    Say hello to Victor when you see him.
    I haven't had him for a mentor so I haven't run into him yet. But I hear he has a reputation as an extrememly tough grader.
  8. 64-bit and multiple processors don't make A:M run any faster.*

     

    Video cards have little to do with "final" rendering speed, as that is all done by the CPU.

     

    Generally the faster the CPU the faster the rendering. 1Gig Ram will be plenty for most purposes.

     

    "slow" is a relative thing. Hair, particles, reflections, ray-traced shadows, complex combiner materials, numerous lights... those are all things that slow down rendering.

     

    If you want a fast render just to check motion, render in "shaded mode", or in "final" with multipass set to 1.

     

     

    *a dual processor can run two A:Ms simultaneously, potentially rendering twice as much in the same time, but its tricky to do right.

  9. I'm a little worried about the width of the mouth and the number of splines on each side of the mouth! At full smile the mouth is going to be really stretched and the lower cheek area is going to be really bunched.

    You might be right, any animators have an opinion?

     

    It sure seems like a lot of excess splineage above the corners of the mouth. Someone's going to have a tough time getting those all to move smoothly as the mouth goes thru its motions.

  10. one problem is you're closing that face before extruding it. The face-closing splines are being extruded into internal patches.

     

    Extrude first. then close the ends.

  11. You could add finesse textures in the chor right?

    No. Neither in the chor nor the action. Unless I'm missing something, there's no access to tweaking anything within the imported objects, just their location and orientation.

     

    If you enable "Show more than Drivers" you get access to all the groups in a model. You can assign different materials to the same named group on different instances of the model. I tried this recently.

     

    If you absolutely had to deal in decals for textures you could make them animated textures and freeze the texture on different frames for different instances of the model. I haven't tried this yet.

  12. Add another splline ring inbetween the two heart-shaped ones. That will eliminate all the interior patches that are confusing the boolean genie.

     

    Don't forget to associate the new CPs with the boolean bone

  13. www.hasher.ru ...

     

    another one of those interesting parallel universes of A:M users that we know little about.

     

    In the hasher.ru universe Thom has a faithful dog called "the Yolk" as a companion! And there is something, "the Map of the Yolk", that shows A:M users scattered all across Russia and its nearby countries.

  14. After buying a new computer I installed AM2005.

    Made some animations and wanted to save.

    Suddenlly programm ends.

    render your animations to a targa sequence just in case. you can reload the targas sequence, rightclick on it and save as a QT

     

    Tried again, but for some reason the programm terminates.

    Iyt isn't a big animation, trying to make a wheel for a carmodel.

    The computer runs under WinXp Media Centrum.

    hmm second person in a couple days having trouble while using WIN Media center.

     

    what version of A:M? find out under help>about

  15. Oh yeah.....didn't see if you got the answer.....if you don't want the ground cutting through the background image then just delete the ground in the chor.

     

    but if he's trying to have the crab cast a shadow (may not be necessary) he's going to need some sort of projection target for that pic.

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