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Hash, Inc. - Animation:Master

robcat2075

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Posts posted by robcat2075

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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

  6. 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.

  7. 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

  8. 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.

  9. where is the path constraint?

     

    You gotta be at least inquisitive enough to open up those plus signs that you haven't opened up yet. Those plus signs are screaming at you to look inside. not just one. all of them. And click on everything that shows up to see what comes up in the property window for it. How will you ever know if you don't?

     

    A path constraint (and remember, I don't know that you've actually made one yet...) will show up something like this:

    whereispathconstraint.png

  10. I can't tell much from that pic. you didn't scroll down far enough to show me the path constraint. You don't have the path constraint selected, just the path. There may not even be one for all I can see. you need to expamd teh tree more.

     

    But you do see th red bar, right? you can click it and drag the ends of it. It's tricky.

     

    Try making WAAAAYYYYY shorter just to see what happens.

    Try making it WAAAAAYYYYY longer just to see what happens.

    Try moving the whole thing to the right, just to see what happens.

  11. What is the best way to approach this, so far i have been animating in the action mode and then bring it into the chor,

    but if i have 2 characters hugging then do I have to do all animating in the chor and then save the actions on both characters and then save the animation in the chor to incase i have to fix the animation?

     

    I've been animating in the chor... period.

     

    Two characters interacting like that is VERY hard to do convincingly. (My one attempt) Yes you'll need to work in the chor,save the chor, edit in the chor... I can't imagine the actions ever being useful.

  12. Before i added the frames, crabby got to the direction i wanted him to get to at 00:07:00, but when i added more frames, he got to the spot where i wanted to but it took him 00:07:10. and where do you find the ease thing?

     

     

    the path constraint has a property called ease in it's property box.
    Select the path constraint in the PWS. You'll have to expand the crab's listing to see it. the scroll around the property window ease will be near the bottom. The property window only shows for what is selected in the PWS. If you don't have the path constraint selected, you won't see it's properties.
  13. That's not bad looking dust, I've seen less convincing dust effects done with bigger budgets. On the Disney Dinosaurs DVD there's a dust effect on one of the menus that doesn't look as good.

     

    The element that I find most unconvincing about most CG dust is that it somehow just disappears in place rather than settling or being dispersed somehow.

     

    Perhaps not so much dust at the outset would be easier to get rid of at the end.

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