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Hash, Inc. - Animation:Master

robcat2075

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Posts posted by robcat2075

  1. i put bones in all the spots i wanted to and auto assined them and when i tested it and moved right claw, the mouth would like jerk out and then when i would move the left claw the claw would move but then all the left legs would move with it!!!!!!!

     

    My first guess is that the heirarchy of the bones is not right.... some bones are children of bones that they shouldn't be children of. So when you move one bone it takes a bone with it that you didn't want to go with it.

  2. Welcome to A:M!

    i am trying to add bones to the pupil of the eye to make it look around and stuff like that but i can't and i looked at the provided models with A:M like shaggy and it had a null thing and i don't know what a "null" is how to apply it to my pupil

     

    You mean the eye target?

     

    you can add a null with rightclick>new>Null while in bones mode

     

    Presuming your eye bone is pointing out of the middle of the eye already you can make it point to the null with

     

    New>Pose>ON/OFF

    select the eye bone

    rightclick>new constraint>aim at

    click on the null

     

    make sure this pose is ON when you use the character in a chor or action.

     

     

    But read colin's tuts anyway, they're good.

  3. The land in the back needs something to establish how far away it is. Like a fence or signs or something.

     

    Far away land would have a much flatter horizon line. And have less saturated colors due to "aerial perspective." try "fog" for that.

     

     

    I think the poses in general might be rethought. I don't have a solution right here and now, but I think the silhouettes are overlapping too much

  4. I don't think you have enough splinage for the decals to "stick" to. You only have one gigantor patch for ALL those decals. This... well... theroetically this should work... in a perfect world...

     

    ... but in reality you may want to increase the patch count so all those decals aren't trying to live on just one patch.

    .

    OK, i tried the gigantor patch and it has trouble rendering my "hi" decal. I bet Vern is right

     

    Stil consider submitting an AMReport, the zip is certainly within the 5 meg limit.

  5. nice model.

     

    I just added a quick sloppy decal inthe lower left. It seemed to stick, I can't see that any thing else has been dropped because of it but I'm sure you'll notice if I missed something small.

     

    ??

    juno_test0.jpg

  6. Thanks for the Mesh, Ken!

     

    Dagoos, I've been doing some tests myself and found much of the same.

     

    I'm also comparing the performance of the Woot's mom model with different rigs.

     

    I'll post some numbers.

     

    I'd really like us to have a proxy for each character that runs at 24fps.

  7. www.hash.com/reports

     

    zip up prj with needed decals. Include screen shots to show differences. Explain situation.

     

     

    Explain/show the circumstances in which decals show and the circumstances in which they do not.

     

    draw on screen cap to show exact

     

    example of screen cap I submitted, to show exact area of a problem:

    Flat5Pointer.png

  8. I can't identify any specific text on the renders since they are resized down, but if you have a case where two renders of the same thing are getting different results, make an AMReport of it. Include the project and the steps to repeat.

     

    As I look at the model, I imagine quite a few of the decals could be combined, but I don't know how they are apportioned now, so it's difficult to make definite suggestions.

     

    Any difference if you don't run Photoshop at the same time?

  9. Does anyone have a model of Woot's mother that will still load into V11.1?

     

    If it's also rigged that's even better.

     

    I need it to further investigate a real-time performance difference between V11.1, V12 and V13 that manifests itself on my computer.

  10. You seem to be using the same image over numerous times, stamping the whole thing onto parts that are much smaller than the image.

     

    In a case where the blue line doesn't appear, is it possible that you've stamped the blue line on and then later inadvertently stamped a gray portion of the decal over it in a later pass?

  11. If you just want to test it out to see how things are moving, choose "shaded" instead of "Final"

     

    You can set "Final" to Multi-pass ON at 1 pass for quicker previews.

     

    You can choose a smaller render size than VGA.

     

    Turn particles off unless you actually need to see some you have put in your scene.

     

    Are there lights in those street lights? DO you need them?

     

    A ten second aniamtion is 240 frames. If all those lights are on, if they're invoking ray tracing, or if many of the above parameters are used... yeah you could get to 45 minutes per frame. 45mins x 240frames = more than a week

  12. You needn't be cautious about using TSM rigs. If animating is your goal, you want to start that journey now, it's a long one. You don't want to delay with any more of a side trip to rigging than necessary.

     

    TSM rigs don't make the skin around joints deform automatically when you move a bone. But no other rig does either. That's what "fanbones" and "smartskin" are all about. Those are relatively easy tasks compared to designing and executing a whole character rig that controls the body well and doesn't stand in the way of the poses you want to make.

     

    You may learn much making your own rigs, but that knowledge does little to inform the task of character animation. And you'll still have to learn to fanbone and smartskin anyway.

  13. I recently visited Mike Sanderson, one of our forum members at his job at DNA where he's working on the feature Ant Bully.

     

    Based on what I saw, the animators there work in completely default shaded gray, no texturing is done until after the shot is finaled.

     

    But that's big-time production pipeline stuff. For an independent animator it may make sense to have the character as finished as possible. You can see if your animation is weirdly distorting a decal, for instance.

     

    Coloring and decaling is pretty flexible in A:M, you can do it anytime in process and it won't physically alter your animation.

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