sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

HomeSlice

Film
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Everything posted by HomeSlice

  1. If it is not a close-up.... I think the easiest way is to make a new Action with your model. In the Action, import a Klieg light as an Action Object and place it where it needs to go. On frame 0 of the Action, set the color, intensity, cone angle etc... of the light. Also set the Y Rotation of the light to 0. In the light's Properties Panel, drill down to Object's Properties > Transform > Rotate, and right-click on the word "Rotate". In the context menu that pops up, choose "Convert Driver to > Euler". Now on frame 12 (for example), set the light's Y rotation to 360. Save the Action. Drop it onto your model in a Choreography. Set the number of times you want to action to repeat in the Choreography. That's it!
  2. I don't see it in the "birthday" section at the bottom of the main page. Is it *really* David's birthday? ... or does someone just want a free piece of cake?
  3. Fear not! With the "Compositing - Light Buffers tutorial" - you too will be mashing up buffers from EXR images in A:M Composite in NO TIME! There is Virtually NO LEARNIG CURVE! Just open the professionally prepared tutorial and gaze blankly at the pretty pictures! After a FEW SHORT MINUTES, you will UNDERSTAND LIFE, THE UNIVERSE, AND EVERYTHING. So what are you waiting for? Try it for FREE! There's *almost* NO RISK. Don't wait! CLICK HERE >>> http://www.hash.com/forums/index.php?showtopic=31562
  4. Show more than decals? That would be the Show More Than *Drivers* button.
  5. Another thing that will help is to add two splines to the track that match up with the splines in the wheel. [EDIT] Oops. Thos aren't splines in the wheel, they are normal markers. Well, add two splines to the track that match up with those normal markers in the wheel...
  6. Congratulations Largento. Here's to the next 100!
  7. That is strange. I don't know why that happens. Maybe post this issue in its own thread and hope Yoda will see it?
  8. When doing test renders just to see what is happening, it helps to render at the lowest resolution you can get away with while still being able to see what tis going on. Also, rendering multipass with 1 pass speeds things up to. I think I read this is a new feature Steffen added to that latest A:M (15J+). It is supposed to help speed up fluids in real time I think.
  9. Angelo delivered the Foley for sequence 2_09 and 2_10. Soooooo - here is a new draft edit with foley and sound design Will upload 2_10 shortly. cb43975065399b0d1e48
  10. Nice car Can't wait to see the Super Mega Fox cartoon!
  11. Properties for most of the default Post Effects are described at the end of this tutorial. http://www.hash.com/forums/index.php?showtopic=30168
  12. Can you package up some of your modeling and texturing talent and share it with the rest of us? It's a good thing you weren't boning it. You might have caused a heart attack
  13. Or you can use the Nancy method. Set the model to Front Projection Target in the chor. Apply a solid white rotoscope image to the camera. I think this also turns decals white, but bump maps will still render.
  14. Yeah ... I know what you're saying brutha!
  15. Try rendering with Soften OFF in the Multipass settings. It might also help to render separate foreground/background passes. Also, before rendering an animation, always do a test run by rendering only every 100th (more or less, to suit your taste) frame. That doesn't always show all the rendering issues, but it will show enough of them to make it worth the trouble if you do a lot of rendering.
  16. Wow, that looks nice. I wish I could help on the coding front, but I don't know know c++
  17. Did those nulls have "Master" in their name? I made the "Master" nulls larger than the "Control" nulls so it woul dbe easier to select them when animating, but making them smaller shouldn't hurt anything. Glad you got it working
  18. I don't think you can have any smartskins in your model when you export from an Action. If you have smartskins, you will probably have to delete them. If you don't have any smartskins in your model, you may want to make a copy of your model, delete all the dynamic constraint stuff, and try exporting that one. If that still causes AM to crash ... I guess we'll tackle that when we get there ... ------------------------------------------------------ Or you can skip the export step and place the "control" nulls manually. All the export action does is to automatically place the small "control" nulls (the nulls with "control" in their name) exactly at the tips of the corresponding bones. It is not really difficult to position them yourself. It is just a little tedious. To find out which control null goes where: Make a copy of the LiteFace project. Make an empty model with no geometry. Import the face bones and go through the rigging process to export the model. This should be very fast because you don't have any geometry or CP assignments to worry about. Open the exported model in a new project and enter Bones Mode to see the bones and nulls. Open your Old Man Willies model in the same project and use the empty model as reference to manually place all the nulls with "control" in their name.
  19. You're outta control man! Nice work.
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