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Everything posted by williamgaylord

  1. Brilliant! Is this based on personal experience with cats, or have you been watching a lot of re-runs of The Planet's Funniest Animals? I currently have two cats who I know would react quite differently in this situation: One would scrabble frantically while looking ever so embarrassed. The other would simple go over the edge without any struggle and with a very round-eyed look of surprise on her face.
  2. I have DiVX6.8 installed and Quicktime 7.5.5 and neither recognize the existence of the other, so I can't get the trailer to play. Quicktime will play the audio without displaying video. Windows Media player will display the video, but will not play the audio. DivX6.8 complains that Quicktime is missing and needs to be installed. Anybody out there have a clue what's wrong with the Quicktime/DiVX link? Correction: DivX6.8.2 plays only the audio just like Quicktime. So in Windows Media I could see the trailer and in Quicktime I could hear it. Beautiful work!
  3. I updated to V15.0d and tried the render again. Identical rendering artifacts. So close!
  4. The diagrams I posted earlier are a start. If I can squeeze in some time I'll expand on these and Yves can then critique these and suggest any corrections, improvements. I work for AT&T at their Atlanta, Georgia labs, and video technology is my main specialty. I think diagrams like these can help clarify what happens where without having to get too technical. I won't make any promises for time frames, though, since AT&T's IPTV has me spread pretty thin these days. This will be a good exercise for me to learn more of the CG world, since most of my experience is in television techno
  5. BTW, I am really pleased with how fast this rendered! V15 Rocks!
  6. Next I want to tweak the lighting. May try the Skycast rig again, which worked great in earlier experiments. Might be a good time for me to actually learn lighting in A:M and get familiar with OpenEXR outputs and post processing.
  7. I'm posting the project file here so Hash can access it. Feel free to check it out, anybody, but just bear in mind that I'm reserving copyrights for a client project. Brownstones03.zip
  8. Did a lot better, but still some rendering glitches when the leaves start to grow. I'll send a copy of the project to Hash and see if they can figure out why. Much better than previous tries! So close! TreeAndBrownstones01.mov
  9. The animation is in the works! Tripped over a couple of querks in the import to V15. Don't know if I had the choreography length set wrong in the original, or it imported with a default length, but the imported project had a choreography length of 5000+ frames, rather than the intended 300. On top of that I did not notice that when I played out the animation, it only showed frames at large steps. The last frame in the playback was the last even step and the last frame of the sequence did not show--so the pose sliders that would show 100% only showed ~94% which corresponded to the last play
  10. I'm thinking assembling in an action with the trunk as a proxy and the branches as action objects. But if multiple models can be used in a pose, that might be even better. I want to use the whole set as though it were only one model so I can use it in multiple instances (9 if I can manage it), rotating the tree a bit so it will effectively look like a different tree each time. Another option might be to render the tree in a separate chor and fake the multiple trees as flat video images (that will cast shadows) since they will be in a long, extra wide shot of a city block with nine brown
  11. You did so well for the contest I was wondering, "Is that little robot just composited into a photo?". Amazing work there, Stian!
  12. I suppose since video cameras apply gamma correction, video file input gets a similar treatment? (Knowing how sharp you guys are it's a pretty safe bet the answer is yes, without even having to ask.)
  13. The tree is actually a set of models: one "trunk" model and a set of "branch" models of various sizes. The branch models are constrained to the spline that guides the trunk growth when the tree is assembled in the choreography. I did it this way because the overall workflow was more efficient. Tree parts are simple, but there are so many of them! Coordinating the animation of all these parts was the real time killer. Easier to set up a "branch" model with it's own action and then replicate it. I change the shape of each branch by altering the splines that define it's shape. If I cou
  14. Now that I know V15 handles this very complex "model" just fine, I'll set up the keyframes and do a render of the thing growing today and give it a whirl. Then, if that goes OK, I'll put the brownstones back in and put in a better lighting setup. Stay tuned...
  15. Not sure where the old thread is in the archives, if it's there at all. This is a render in V15 of an older project where I was trying to animate this tree growing from a sprout to a full grown tree. This is the full grown tree. This tree is actually a large set of smaller "branch" models assembled in the choreography. If I could assemble them as a single composite model it would be preferred, but I haven't figured out how to do that yet. I wish I could iteratively build the whole tree from a small number of tweakable branch models. Any ideas? Here is an early test animation with a
  16. I for one have a boatload of learning yet to do on this stuff. (Think "Titanic" when reading the word "boatload".) I think it would be great to have a new special topic on lighting/gamma/tone correction/color correction/HDR etc. (What category might tie these "image fidelity" related topics together? Rendering?) A good start might be pointers (in one easy to find place like a special topic) to some of the best tutorials we already have, including Yves' excellent collection of tutorials on these topics. Although my background is digital signal processing and video/audio compression, I'
  17. Gamma correction is actually not that difficult to understand. It is becoming less important as more and more displays have the gamma correction built right in--which is really the best way to do it. Almost all types of displays have a non-linear response. They are less responsive at low values and more responsive at high values. Most have a response curve that follows a "power-law" curve that looks pretty much like a loose string connected at a point on the floor and a point on the wall. (The "gamma" is the exponent applied to the original value--the "power" it is raised to. A gamma of 2
  18. When you get to the point of making ears you may find this helpful: Ear Mesh You might find the whole thread interesting. If you want ready made ears, even just as examples you can use these: Free Ears
  19. I'd recommend you make a sphere the size of the eyeball as a guide. Then conform the eyelid to the curvature of the eyeball. Notice that the outer corners of the eyelids pull into the eye socket a bit more, especially on the upper side where the flesh from the crease up to the brow overhangs. The tear duct lets the inner corner pull out farther from the eyeball. That you can do by pulling in the splines closer to the curvature of the eyeball on the outer corner. That might fix most of the problem. BTW, this is some nice splinage!
  20. I'm working on making the feet look more natural...something more like this even though there aren't supposed to be any bones. I'm wondering if claws would help. I think I'll build more structure into the torso, not so smoothly rounded. Textures will add a lot to the "menace" factor. Maybe unruly blond hair and red overalls and a black and blue striped T-shirt?
  21. The menace factor is slowly increasing. New "arms".
  22. Made a better "wing"--beefier and a bit more organic in form. I started with Lovecraft's description, including the relative proportions. Over time I'll take some artistic liberties and morph it into something more organic and menacing. For instance, I think the "arms" should be longer and a bit thicker--long enough to reach the "mouths" and touch the "toes"....long enough to grab hapless victims and rip them apart, and eat them, etc. The wings look kind of useless, but imagine your surprise as one opens its wings, which start glowing with an electric corona discharge, with intense
  23. Glad you found it interesting. Didn't mean to clutter up your "thread" with large files. Today I discovered a square-rigged ship type I'd never heard of before. Ever heard of a "jack-ass barque"? It's sort of a ship that can't make up it's mind whether to be a barque or a barquentine.
  24. Gorgeous work regardless of the "boo boos"! The rat lines on the shrouds do look like licorice strings glued onto them, especially since they stick out beyond the outermost shrouds. Amazing work as usual, Eric. You probably have this reference by now, but if not, you might find it interesting (I'm sure you have more directly useful ones):
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