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

jason1025

Craftsman/Mentor
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Everything posted by jason1025

  1. Any chance you could donate the light model that is in the left corner of the screen.
  2. Trying to figure out the new solutions.
  3. Thanks Robert you and the rest of the community have sure unlocked the potential of this program for me.
  4. Yes, it can be created by that. However you have level the resulting Depth-Map, because it is 16 or 32 bit and will show as a black image if you dont do that. *Fuchur* I don't understand, could you make a tutorial?
  5. how do you create a depth map?
  6. 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. Thanks folks
  7. Is there an easy way to switch all models to white leaving just the shadows on a bunch of white objects? What do you think about a feature request that is a switch that globally turns all objects surface color to white?
  8. Thanks Robert. How would you create a shadow only pass for all shadows and or AO shadows in the chor with multiple objects? I want to save render time by doing to separate renders. The Pros seem to render a flat pass without shadows then render the shadows with occlusion, and then composite.
  9. How do you create depth maps? Is it generated by using open exr and buffers?
  10. I cant get it to work when I fallow your instructions. I just get black screen with blank alpha that is flat with no difference. Any ideas?
  11. multipass 49 passes with motion blur at 35% and depth of field on
  12. Does this mean that depth of field does not actually work in AM? How do I get rid of this?
  13. Thanks Robert, the problem went away after a reboot.
  14. Hi Folks I have some action objects that I am trying to put translate and orient like constraints on but its not working. Any ideas.
  15. OK, but you're gonna be disappointed, it's completely un amazing... Syrup.mat Thanks Robert
  16. High Robert can you post/donate the material for this syrup?
  17. Am I correct that this would also be useful for not altering the original source models if you were altering the ones in the project because it was embedded.? I mean to say its a way for you to protect source models. But the converse is if you like an alteration of a model then you need to save it out as its own model?
  18. Embeding? 1. When is it useful? 2. What are the downsides to embedding, like when should I not use it? I ask because I recently have been having trouble when bringing projects to other systems even though the project is being accessed the same way via Ethernet storage from all systems. The other systems seem to have to re link to the source files? Dont know why. The only work around I have found is embed but aside from a large file I do not exactly know whats happening and what I should look out for.
  19. I completely agree, that is what I was going for. There is a term for that that was coined in the fifty's, I forget the term but it causes/triggers a primal uncomfortable felling in us human beings because what we are viewing is something that is not human or reality but is so closely imitating a human or reality. It can actually scare us when we see this in real life. The term that I cant remember has been brought up in resent years because of real life robots made in Japan that are so closely resembling actual human beings and our movements. I shot 4 takes with a real video camera at true 24fps as you can see below. So the Shots are mostly NOT hand animated at least not in AM/ CG land. The real life camera move is actually shakier so I smoothed the shot out in AM by just deleting every 2 key frames but as the shot gets towards the end I only delete every other key then not at all. I also modified the shot by "ADDING" an additional minor choreography action that modified the original move / action. Origional_shot_03.mov
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