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Hash, Inc. - Animation:Master

HomeSlice

Film
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Everything posted by HomeSlice

  1. That's a great image Will.
  2. great looking bird! Is it going to have wings?
  3. If the png image is a decal, I think all you have to do is set the type to "Cookie Cut". If that doesn't work, add another identical image to the decal (add image). Set one image to "color" and the other to "transparency".
  4. Robcat's solution works very well in almost every case, but if you do not know how long your animation will be, you can do this: If you have an image sequence that goes from frame 0 to frame 100... Click on "show more than drivers" to access the decal's "frame" property. On frame 0 in your animation, set the "frame" property to 0. On frame 100 in your animation, set the "frame" property to 100. Click on the "Frame" property to select it. In the Timeline, go into Channel View to see the animation curves. Right-Click on the keyframe at frame 100 and choose Curve > Post Extrapolation Method > Repeat. That will cause your image sequence to repeat forever without stopping.
  5. It isn't unique at all, even in traditional film. That's why the wagon wheels in Westerns seem to rotate backwards sometimes. Or why propellers sometimes appear to stand still when they are, in fact, rotating. Motion Blur definitely helps. Another technique is simply to slow down the motion. I read once that Bruce Lee moved so fast that the camera couldn't capture all his movements, so the director made him slow down. In story telling, all you have to do is convey the IDEA. You don't have to reproduce a totally accurate version of reality.
  6. I'm pretty sure a particle material treats the group it is applied to as a *single surface*, instead of as a collection of patches, and doesn't necessarily do "load balancing" over this single surface. The behavior you describe seems consistent with that. When I apply your sprite material to each of the two groups in the model you posted, I get aprox. double the number of sprites emitted than when I apply it to the "both groups" group. (15j+ WinXP). When I apply the material to each patch (8 patches total), I get aprox 8x the number of sprites emitted.
  7. OK David, seriously. If you aren't going to be shooting that wall with a Macro lens, all that geometry is probably going to be way way way overkill. However, since you ARE modeling each brick.... Can you make the building explode using Newton? Or at least crash a car into it or something? Pleeeease? Really great looking model.
  8. So far, so good!
  9. Looking good so far Marcos. Animating that crowd scene is going to be a challenge though...
  10. You might also try a fluid emitter and make the particle size fairly large and emission rate really small. .... Whichever way to do it, you will probably have more control over the final look if you set it up in a separate chor and edit the rendered sequence into your movie. (rather than trying to do everything in a single chor)
  11. That looks great. Love the retro.
  12. That works very well for a straight line of control points. If you have an object that is not a straight line: Activate the "Show Manipulator Properties" button in the main toolbar. Select the whole object. [shift]-click a CP in the object. The selected CP's position will show in the Manipulator Properties widget. With the whole object still selected (it will have a yellow bounding box around it), type different values for X, Y and Z in the Manipulator Properties widget. The selected CP will move to that position, and the rest of the object will follow, while maintaining its shape.
  13. Great dream!
  14. LOL, that's funny. It reminds me of the attitude of some of my relatives. They grew up in very small towns in the middle of the U.S. I'm not sure if they even know any Europeans....
  15. Try setting the Breath action blend mode to "Add" and delete the blend percentage channel. Also try dragging Choreography Action 1 under the Breath action. Whichever action is on the bottom of the stack get precedence. This can cause some unexpected results if there are keys on the same bone in both actions, but with the blend mode on the bottom action set to Add, it works OK many times. However, be aware that with Blend set to Add, any bone with keys in both actions gets the keys added together, so there may be times when you need to tone down the movement in one of the actions.
  16. >
  17. Do the splines stay invisible when you turn off the grid?
  18. The only way I know of to align objects (other than individual control points) in a Model window is to place your original object so a horizontal or vertical side are on a grid line, then turn on "Snap to Grid" (it's a button in the top toolbar). Then when you drag a pasted object, it will snap to the grid lines. So it isn't really like an "Align" function, but it works once you get used to it. If an object isn't on a grid line (if it lies between two grid lines), then when you activate "Snap to Grid" and drag it, the object will snap to the next place on the grid in relation to where it is between the two grid lines, instead of snapping to a grid line.
  19. That looks like a row of bricks to me. But if you would like to try a different tool, I like the Sweeper wizard better than the Duplicator wizard for most things. Here are instructions on how to use Sweeper. http://www.hash.com/sweeper And don't forget about good 'ol Copy/Paste.
  20. And you could put a dynamic constraint on his arms so they move around a little when he rotates.
  21. In addition to all the other resources on hair mentioned above, there is also a great tutorial (IMHO ) http://www.hash.com/forums/index.php?showtopic=29738
  22. That is a very cool robot. Definitely not cliche. I was just wondering how you were doing. Glad to see you are still at it
  23. Nice set Spleen.
  24. Amen to that, Brudda.
  25. OK, now you need to beat the crap out of that dumpter and set it at more of an angle. Wonderful modeling David.
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