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. For a beauty shot idea, how about jumping it off a gnarly cliff, like you see in one of thos extreme skiing videos? You may even be able to use a photograph for the background. You may have to paint out the crazy SOB jumping off the cliff in the photo ...
  2. I found this simple Newton Tutorial after a quick Google search. http://www.foro3d.com/attachment.php?attac...mp;d=1120766934
  3. That's a nice looking bike. Great job.
  4. sigh ... yes that sounds like the best solution. I'll write a note to myself to do that.
  5. I am not able to reproduce your problem. Try increasing the percentage of the bump map to something like 500%-800% and see what happens. EDIT: Ahhhh ... yes I think Nancy is right. Try rendering with multipass on. It seems that applying any kind of gradient material to a model causes bump maps to not work in a non-multipass render. Ouch - non-multipass has the best motion blur and depth of field.
  6. Here are directions for the E_Rebuild plugin that will transform your model into something Newton Dynamics can break apart. http://www.sgross.com/plugins/plugin3/index.html But I can't find any directions for setting up the Newton Dynamics to make it break.
  7. Yes definitely Dali. I like it. Maybe you can bring back a new form of art deco serg.
  8. Way to go kat! Are the voice actors your kids? What a great family project.
  9. wonderful. that will be a really nice addition to your portfolio.
  10. You can access the command to turn the Alpha Buffer On or OFF in either the camera properties or the render-to-file settings. Changing it in either place will change the camera's settings, so I will tell you how to access the property in the camera's properties. Look in the container in the Project Workspace (PWS). You will see an item named Camera1. Select it. Look in the "Properties" panel (View > Properties). Click the disclosure triangle beside "Output Options". Then click on the disclosure triangle beside "Buffers". The Alpha buffer is the first item under Buffers. I believe that when you apply the Blur Post Effect, AM renders with the Alpha Channel ON even if you set it to OFF. This will create the effect you are describing, so in this case, I don't think you are doing anything wrong. I don't know of any work around for this behavior. Since you are rendering in layers, I am assuming that you plan to import your rendered layers into a video editing or composition program. In that case, don't use AM's Post Effects. Blur the layer in your video editing program.
  11. In addition to what photoman said, terrains seem to work best if the grid splines are no closer than 100cm apart. I would recommend making them 500cm - 1000 cm apart. Then manually add resolution in specific areas where the camera gets close to the terrain or where characters are walking/standing.
  12. largento, you are a machine Keep up the great work.
  13. #1 - What video compression are you using? TGA sequence or Animation (quicktime) codec seem to work best. It will probably be much more efficient all around if you import a low-rez version of your video frames into AM. Set up your scene and render with Alpha Channel on. Then import your rendered TGA image sequence into your video editor along with your hi-def video and composite in the editor. #2 - I just made a 1920x1080 TGA image in Photoshop and applied it as a camera rotoscope in AM with no problem. (I'm using v15f - 2009 on Win XP) Import the image into the container in AM. Then drag the image and drop it on the camera shortcut in the choreography. If you are in Shaded or Shaded/wireframe mode, the rotoscope should show up when you are looking through the camera. make sure the ground plane or some other model isn't hiding it. A camera rotoscope always renders behind everything else. #3 - Hash no longer supports AM 2005. Your best bet is to ask questions on the forum.
  14. You cannot import other model shortcuts into a model window and have those shortcuts still reference the original models. Anything you import into a model window becomes a permanent part of the model and adds to the patch count. You can construct your set in an Action window. The you add your base model, which can be a simple ground plane or whatever, to the chor. Then you drop the Action onto your base model in the Choreography in order to automatically assemble the set in the Chor. This is kind of a hassle, but it is a good way to use the same complex set in several scenes and insure that the set stays consistent in all the scenes.
  15. This doesn't solve the mystery, but a quick and dirty work-around (since the two patches appear to have the same decal applied to them) is to: delete the panel with the distorted decal. copy the panel with the non-distorted decal and paste it (creating a copy) in the model window. Then move it into place where the old problem panel was.
  16. Great looking stuff. Its funny too! Thanks for sharing some of your panels with us.
  17. There are some lovely images on Flickr. Do a search for "Creative Commons License" on the Flickr site and you will find a bunch that you can use, as long as you give attribution and don't sell them.
  18. Very nice image Mark. You're becoming quite the artist!
  19. Welcome back rijklau! I remember you from a long time ago. You were making physical prototypes of AM models even back then. Glad to see you here again.
  20. Make a couple of cubes and place them in the chor so they approximate the shape and position of the house. Set them to "Receive Shadows" and "Shadow Only". Set the ground to "Receive Shadows" and "Shadow Only" Render to a TGA sequence or to Quicktime with Animation codec. Make sure Alpha Buffer is ON in the render settings.
  21. That sounds like the easiest solution.
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