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Hash, Inc. - Animation:Master

HomeSlice

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Everything posted by HomeSlice

  1. Very nice Kamome. Very good use of the toon render.
  2. Unless you are going to render a closeup of the model, it looks great. From a distance, the textures look really nice. Robcat was just giving you some pointers if you want to develop your skills to the next level.
  3. Very entertaining. Congratulations on the completion of episode 2!
  4. Like Nancy said. Import the audio file into your project. Then just drag it into the chor. Or drag it onto the chor icon in the PWS.
  5. a-ha! What is the intended difference between "constraint" and "spring" for hair? From A:M Properties - a quick reference http://www.hash.com/forums/index.php?s=&am...st&p=327831 Constraint : Constraints will be used to correct the bone towards the underlying modeled or animated position. The value represents is the amount it will move towards the target in one frame. It can range from 0% to 100%. Where 0% is the same as no targeting, and 100% is completely stiff. Spring : This method uses the a traditional damped spring using Hook's Spring Law to encourage the chain towards the modeled or animated goal position. Frequency and damping are used to control the behavior of the spring. --------------------------- Still not sure what that means in real world use though...
  6. Dynamic constraints allow for more control, and you have to fiddle less than with cloth, but you have to do a bunch more rigging set up and hand animating of Target Nulls if you want more control. Make a bone for each chain link and assign the CPs for each link to its bone. You will have two bone chains, one for each side of the ring. Start the bone chains at the dog tag (unless you want the tag to dangle in space. I'm just going off of the video you posted). Probably don't need to spend much (if any) time on weighting. It's tedious but if the chain is on a flat plane in the model window, it goes by pretty quickly. If you need some control over it, make a Null and place it near the tip of the last bones, which should be the bones farthest away from the tag. Make two more nulls and place them near the center of each of the bone chains, at the tip of a bone. Depending on how much control you need, you may have to place more nulls. Name the nulls something meaningful, like "End Control", "Middle Left Control" or whatever. Make a new ON/OFF pose named Dynamics. Select the end bone in each chain and assign a dynamic constraint to it. For "Target", select the "End Control" null. For Constraint Type, choose "None". When you do this, you will have to hand animate the Control Null to create a realistic swinging action. If you *Don't* assign the Dynamic Constraint to a Target, it will just naturally swing around like a real chain - but you can't control it much. If you want to drape the chain over stuff, select the bones whose tips are touching the Middle Control Nulls and create additional dynamic constraints for them. For the Targets, choose the Middle Control Nulls. Add more Nulls and Dynamic Constraints as necessary. In a Chor, control the chain with the Control nulls. You have to have some animation skill because most of the movement is being controlled by you. The downside is - LOTS of bones and you have to hand animate the Control Nulls. The upside is - it isn't nearly as fiddly as cloth and you have a lot more control. This tutorial covers how to do all that http://www.hash.com/forums/index.php?showtopic=29914
  7. That's pretty cool matt. Have you tried it with a simple dynamic constraint?
  8. Here's a whole list of Pizza places, but I can't tell if any of them deliver Gotta get a "learn German" CD someday... http://www.qype.com/de114-goeppingen/categ...s-in-goeppingen
  9. Here's a pizza place in his town, Goeppingen Germany. http://www.la-bocca.de/ It is listed on Google maps as "Pizzeria La Bocca". Better brush up on your German though.
  10. Maybe there is a pizza shop in his town that has a website you can order from? Just have it delivered to his house.
  11. Oh yeah. Excellent. Your forum name is becoming an oxymoron!
  12. End the first walk action a second or so before he reaches the car. Create a new chor action and have it start 6 or 12 frames before the first walk action ends. (so the two overlap) At first, leave the chor action's Blend Mode to "replace". You'll change it later. Follow Robcat's advice about shift-selecting all the control bones on the last frame of the walk action. Select the chor action and rotate all the bones a little to create keyframes on the first frame of the chor action. Manually animate Thom doing his thing, then switch the Blend Mode of the Chor action to "Blend". On the first frame of the chor action, set Blend Percent to 100% (I think, it may be 0% ... can't remember). Ease the Blend percent in during the time that the chor action and the first walk action overlap. Add *another* walk action 6 or 12 frames before the *end* of the chor action. Set the Blend Mode to "Blend". And ease the Blend percent in during the time that the chor action and the last walk action overlap.
  13. Happy Birthday Yoda! I'm so grateful for all that you do. THANK YOU
  14. Increase the width of the shadow casting light by ... a lot. That will soften the shadows up so much they blur together like in the pic. If you turn off shadows altogether, you will loose the shadows cast by the catwalks.
  15. If you are just doing test renders to see how effects and stuff animate, render to a low resolution like 320x240. Also set multipass to ON and set "number of passes" to 1. That will render without antialiasing. That and the smaller render size will speed things up considerably.
  16. Sometimes its just impossible to know.... I've been rendering a scene with one character against an alpha channel. The character has Hair and its eyes have transparency and index of refraction. The camera slowly moves closer to the character's face. Renders were zipping right along at ~5min per frame until the camera got a certain distance from the character's face, then all of a sudden it slowed waaaaaay down to several hours per frame. I'm still not exactly sure what is causing it, but it isn't crashing A:M, so I've just been letting it render.
  17. If that's all they need to do, you don't have to use Cloth Attach Groups. You just assign the "attached" CPs to one group and the rest of the cape to a "cloth" group.
  18. REALLY nice stuff! The horns/trumpets/whatever look a little strange without reflections. Maybe add an environment map to them to fake some reflections?
  19. That's a nice tut Robcat. Something that would be very useful to someone just starting out with A:M.
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