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HomeSlice

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  1. I had this problem in v15J+ on PC. I also saw it once in v16 beta, but when I tried to make a simple test project for a bug report, it worked without any problems If it happens to you, select a bone in the chor and look at the channels. Do you see a bunch of channels named "Transform.Dynamic Results ? If you do, then you can fix the freezing dynamics issue. Make sure you are on frame 0. Turn your Dynamics Pose OFF or turn the Dynamic Constraint off. This should create normal X,Y,Z rotation channels in the chor action if they don't already exist. Select all the keyframes in the Transform.Dynamic Results.X channel. Just drag your mouse around them to select them all at once. You can also do it in the Curves editor if needed. Select the first keyframe in the Transform.Rotate.X channel and Paste. All the keyframes you copied should paste into this channel. Repeat these steps for the Y and Z channels.
  2. When you animation is done, and before you start your final test preview renders, try "Baking Particle Systems" in the chor. See if that helps.
  3. We may complain from time to time, but I for one REALLY appreciate you and I am so grateful that you exist
  4. That reminds me of a survey of facial animators two guys named Chen Liu and Steve DiPaola conducted. I took it and I'm pretty sure Robcat took it too. Not sure who else filled out the form. In the email I received, it stated "You may obtain copies of the results of this study, upon its completion by contacting: Chen Liu (Principal Investigator) ani.chenliu@gmail.com or Steve DiPaola sdipaola@sfu.ca ". But no one ever sent me a message to let me know it was finished. Finally, I sent emails to both addresses asking how the survey went and requested a copy of the results, but never heard back from either. Did anyone else get the results sent to them?
  5. I think I remember one of the things he suggested was to increase the subdivisions on the hair controllers to 4 or something like that.
  6. Unless you don't mind choppy and abrupt lip movements, it is actually faster and easier to do it manually instead of with a Dope Sheet. First pass - just open and close the mouth to the sounds. Second pass - do the "OHs" and "Ws" Third pass - so the EEs and SSes Do more passes if you have more poses, such as F, V and L. Look in the Channel View and make sure all keyframes are using Spline interpolation. Sometimes they use Zero Slope even though the default is set to Spline. Then switch the interpolation of certain keys if you need more crisp movement in places. Except for very fast or slow bits, open/close movements are usually 2 frames. In most cases, start the movement 2-3 frames before the sound, so it ends on the sound or 1 frame before. Ohs, Ws and Ls are usually 4 frames. EE, SS, F and V - I usually time at 2 frames. If you have to go 1 frame because of very fast speaking, only change the mouth position a tiny bit to avoid unnatural choppy action.
  7. Maybe you could send Jason a hard drive and ask him to copy the TWO files, renders, Premiere project etc. on it and mail it back to you. I wouldn't mind seeing another edit of TWO, but I'm sure not going to do it.
  8. If you can't copy the keyframes in Keyframe View in v13, try going into Channel View and following Robcat's directions. I can't remember if copying multiple keys in Keyframe View was implemented in v13 or v14.
  9. OK now you're taking cloth way beyond the limits. I never would have thought to use cloth for a teeter totter.
  10. I've only used the dope sheet maybe 10 times, but from what I can remember, it seems to favor fairly short snippets - no more than a short paragraph. So create several Actions for your dialog and line them up in the Chor.
  11. I think you can get your movie into some kind of distribution channel relatively easily, as long as you don't care about making any money on it. Martin contacted Netflix to see if they would carry TWO. They referred him the their distributor, Victory Multimedia. By the time the distributor got back to Martin, he was in Africa, so he asked me to look into it. They sent me a contract which looked scary and also we were required to have our packaging and ISBN number and bar code already produced so they could look at a sample of our product to see if it met their standards. Jason got the packaging/ISBN etc together. I am paranoid about signing contracts. I have to feel good about something, or at least neutral, before I will sign it. Sooo I converted the contract into an Actobat form so Martin could read it, fill out all the official bits and digitally sign it. But all he had was his iPhone (and of course he was in the African bush) so he couldn't do it. So I called the Victory representative to ask a couple of questions and wasn't getting a very good feeling about him, then he quoted me a percentage that was different (less) than what the contract said. At that point, I said, "Thank you very much" and walked away. But I do think they would have carried the movie, at least for a little while.
  12. That is a fast time Xtaz! But Fuchur's Phenom 1090T still has you beat That surprises me though, I thought the Core i7 950 was way way way faster than anything AMD made. Hey Fuchur, what motherboard do you have?
  13. When they say "may take a long time", it means, if the model is pretty detailed or fairly complex, you might have to start the import and let it run overnight. Often when importing a polygon model into AM, the program will appear to freeze after a short time. In almost every case, it has not frozen, it is just chugging away, converting vertex points to CPs and edges to splines. Once the model finally imports, IMMEDIATELY save it as a mdl. Then it will most likely take you several hours of breaking/re-attaching splines to make smooth continuous loops, unless you want that faceted look.
  14. Yes, I would suggest applying a gradient material to the group. Make the top attribute 100% transparent. Leave the bottom attribute untouched. Apply the material to the group and adjust the gradient material shortcut on the model so the transition is to your taste. Then translate the material shortcut in the model down until the whole group is transparent. Make a new percentage pose. While the pose window is open, there will be a new temporary Action in the Actions container. This temporary Action allows you to animate any group or material properties in the pose. Click on the "Show More Than Drivers" icon next to the temporary Action and drill down until you see the gradient material. When the Pose Slider is at 100%, Translate the material up until the whole group is visible. If the group has any specularity or ambiance, you may need to slide the Pose Slider to 0% and set the Specular Intensity and Ambiance to 0%. Then move the Pose Slider to 100% and set those properties to their original values.
  15. The accent aigu is known as an acute accent to us English speakers. We tend to make up our own words for anything we can't pronounce http://en.wikipedia.org/wiki/Acute_accent
  16. Here is a SimCloth tutorial. It was done in 2007. Whatever version of A:M was current in 2007 is what the tutorial was created with. Not sure if that was v13 or v14. http://www.hash.com/forums/index.php?showtopic=29731
  17. That looks really entertaining. The trailer makes me want to watch the whole thing. Congratulations on completing it.
  18. PNG is a compressed format employing a type of lossless compression. http://en.wikipedia.org/wiki/Portable_Netw...phics#Animation
  19. I'm with Robcat. Anything but jpg, gif and png should only be a downloadable link. They should not appear as images (or the page load times would be huge). Still though, you can upload zip files. What's wrong with zipping up whatever you want to upload? That makes the file sizes smaller for anyone who wants to download them too.
  20. Well Stian, it looks like you are the Golden Child of Thomas fans everywhere. You really captured the spirit of the Thomas and Friends brand.
  21. Awww man, I was hoping to hear the music. Syncopated Christmas music written by a couple of Jamaicans sounds *really* interesting.
  22. Holy BoBos Batman! Does she suffocate her victims? ...not that they would resist much.
  23. Not sure where I might find this option. There are several places where this option is available. The easiest way for me is: Go to Tools > Options and click on the Rendering tab. Under "Use Settings From", choose "The Camera". In the large window that has all the render options, For "Quality", choose "Shaded & Wireframe" Scroll down a little and you will see an option called "Show Back Facing Polys". Set that to OFF. Now when you view the back side of a patch, it will be transparent. Makes it much easier to see if your patches are facing the right way while you are modeling. Also, to flip the normals, hit F on the keyboard.
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