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Posts posted by robcat2075
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The odd part for me is the sudden reorientation of his torso in mid-air right before the kick. It happens without any apparent force to make it happen. Up thru that point it works well.
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That looks great! when you get a job at ILM... try to get them to switch to A:M.
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If i understand you, no mod is necessary, swing the heel bone side to side and the foot will rotate onthe ball of the foot.
Or did you want to actually rotate around the tip of the toe? you can alway constrain the foot to a null anywhere and swing the null.
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Great looking map, Zaryin!
It would be neat to have a map in TWO that rolls up like paper but when it's unrolled, it has 3D topography on it.
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replication is the easy part. Explaining it is harder.If you can replicate it, report it.I'm looking at Mark's Woot proxy now, it wouldn't be lacking much to be a fully functional face. It looks good, I'm guessing it has no eyelids?
Ultimately, we really would need a functional face on a proxy.
But Woot proxy runs at 15fps in skeleton mode vs 6fps for full Woot (on my athlon 3200)
We want to get to 24fps for the proxies.
If we could get V13 back up to V11 speeds we could probably have more of a face on the proxy than it has now.
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yeah I had noticed the anatomically correct teeth earlier. thos could be greatly simplified.Robert, if you want to keep the face in tack, that's fine by me, but if you want a 2000 patch model, you're not going to get it. I just took woot's head, eyes, teeth, hair and hat and it was 3375 patches, almost twice what I have as a proxy. The head mesh alone was 1524, the teeth come a close second with 1296. So, do you want a 1740 patch proxy or a 4485 patch proxy?
But the more I look into this the more complicated it gets...
The Scarecrow we had back in december is a 6000+ patch model and runs 22fps in V11.1 but 15fps in V13
My AnimationMentor character is 2700 patches does 24 fps in V11 yet does only ~8 fps in V13
My green alien is 1500 patches and does 48fps in V11/ 40fps in V13.
V13 is slower but there seems to be more to it than patch count.
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If you turn off the TSM constraints and carfully make visible the actual bones your mesh is tied to that you want to smartskin... it can be done. however... it is very easy to pick wrong bones at this stage.First off, how do you Smart Skin after rigging with TSM2? ...
Yes, I believe the manual even recommends that. After Flipper, before Rigger I think.And would it be better to Smart Skin the model before rigging it with TSM2? -
Having separate face and body proxies sounds like bad workflow. Have we really thought that one thru?
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On that note, do you want to assign us some models to strip David or Bob? or do we just try and pick ones we know don't have proxies yet (crap shoot) and end up possibly duplicating our effort?
My suggestion was to just do Woot and his Mother for now; we'll give them a run and see if the thinning out needs to be done with a different strategy.
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720x480 is for pixels that are about 0.9 the width of square pixels. (and this presumes you've rendered 0.9 aspect ratio pixels in A:M, otherwise your image is wider than 4:3) That's normal for TV but if the DVD authoring software can't recognize that then you'd have to compress it to 640x480.
There's probably a setting in your software.
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Hey, that looks so good I hit the T key while I was viewing the jpg to try and spin it around.
Looking forward to animated adventures of your mascot.
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Hooray! I'm glad you're having a good time. Nice lookin model!
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Hey Rodney!
I just want to thank you for your never-ending efforts to cheer on the new users who come to A:M.
Thank you for using your powers for good and not for evil.
Continue cheering for truth, justice and the A:Merican way!
If only a certain former cheerleader were more like you...
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When I load the _1_01.prj in the Seq01-Opening folder (because I'll want to resave it with the chor for the shot I'm working on) it asks for numerous bitmap elements and at least one action that doesn't exist in the SVN folders.
I don't need any of them now, but these references aren't lost when I resave are they? I'm not messing up someone elses chor by resaving without having found them, am I?
Also I notice many obects are embedded in the prj rather than linked. What's our tipping point for deciding which way that goes?
Edit: I'm also wondering why the PRJ can't find the elements that DO exist inthe project folders. I have to lead it to them. I should have an exact mirror image of the folders so everything should be in the right place, right?
Edit Edit:Does this have anything to do with the fact that my TWO folder is not on the same letter drive as someone else's?
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Looks great!
Very curious to see how that lower lip is going to work. The drawing looks more like a "pose" for the lip rather than a neutral position one wuld model it in.
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How does the rendertime of the map as a displacement compare to the same map as a bump map?
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Ha! That's quite amusing. And a nice looking render too! For some reason that sylized reality looks very "pixar" to me.
You should add some aburdly huge landing gear to it.
I'm thinking the decal on the wing might look "better" if it were aligned with the edge, but you're the expert.
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Hard to know without seeing...you don't mention that you've set the starting pose. MAke sure that every bone you are setting at 18 has been been keyed at 0. Nudge them with the cursor keys. Try that
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Every detail "costs" some render time. It'a matter of deciding wht you don't need.
ray traced shadows and reflections, numerous ray traced lights, complex combiner materials, "roughness" on a surface... those are things that increase render time.
Mapped shadows, simple lights, simple materials, smooth surfaces... they are quicker.
If you just want to check the motion of an animation, test render it in shaded mode. That is very quick.
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Looks cute! keep us posted.
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You can have multiple chor in one scene, however A:M doesn't support making one continuous render, switching from one shot to the next to the next, to the next...
In live action, they shoot all their shots separately and edit them together. In animation it's the same, they render the shots separately and edit them together. This has the advantage that you can render each shot when it is done and not have to wait for everyone to be done.
You can tack shots together in any video editing app, or even Quicktime Pro. Exact procedures will differ so check their manuals for the details.
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There's a lot to do. At the moment I'm working my way out of being buried, but it will all get done...(along with Mark Skodacek)
I certainly appreciate the good work you guys are doing. I'm looking forward to knowing how to make use of it all.
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We will need some sort of all-in-one-spot documentation for the rigs. There are talented A:M users who are interested in animating on TWO who are not frequenters of this forum and sending them to peruse 25+ pages of a thread for info probably would discourage them. And there may be people here a year from now that are not inthe picture today. We want to make it easy for them to get on-board and up-to-speed.David, have you done a video yet on how to use Squetch? If not, can you? If you're too busy - who can?
Tasks and dotProject
in TWO: General Discussion
Posted
Which thread is the how-to thread for finding our tasks? If I click on the pinned link, I see Alonso Soriano's tasks, not mine.