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Posts posted by Darthlister
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Well, that was weird. Let's try that one again, eh?
Thanks for looking,
Rich
I'm not sure where your updated animation is at this point.Did you try to upload it?
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Thanks for all the feedback.
Finally got an updated clip. Completely redid the opening clip, added materials (OMG the rendertimes ) tried to cut down on the wildly swinging camera, although a couple of pans remain.
Tell me what you think.
Thanks,
Rich
One thing you could do, have the planet with its atmosphere in the initial shot, but don't pan as the sphere comes into frame.Then, switch to a shot where you are riding down with it, sort of over the shoulder with the flames coming into the actual camera lens.
Then you're back down on the ground - no pans, but you are looking form a distance. Sphere strikes the earth.
You are then centered on the crater, but further away. You dolly or zoom in to the lip of the crater, but not so you can see into it.
Cut to the arms reaching up out of the crater. Next shot is the robot clambering out of the crater, what you already have is ok, probably don't need to change that. Next, when he is looking around, that is where you pan, but maybe slow it down a bit, like he is methodically scanning.
Definitely enlarge the font on the display so we can see what is there. Maybe instead of a pan down to the hands, cut to an external shot of his hands on fire, then back to his view with hands centered in frame and they are on fire (no pans).
That is probably how I would block this out.
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I did just notice something odd--in the camera view, we can see a good part of the top of the hand, whereas in the render, it's almost as if we're seeing it from the side. If the render were taking place at a lower angle, that would also explain the hill being out further. I don't see how this can be, though. These are the same frame. I also had a similar issue when the hill was decaled instead of materialed. When I get in tonight, I'll kill all the mats and render the same frame with just the bare model and see how it comes out.
Hey all, has anyone seen anything like this? Did a search, but the closest thing I could find was material displacement,That is curious... i presume you have eliminated a displacement possibility from any maps or materials. And both of those shots are the same frame.
Just to try... delete all materials and maps from that model and see what happens.
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Hey all, has anyone seen anything like this? Did a search, but the closest thing I could find was material displacement, and I don't think this is that, but you judge. Below is the view from the camera
Whereas, this is the actual render
Having a hard time figuring out why the "wall" is further out in the render than in the camera preview. Using "use camera settings" in Tools/Options/render. Any ideas?
Thanks,
Rich
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I'm going to admit, this clip has really got me intrigued over the process and I've started looking into being able to do it myself. It appears After Effects CS6 can do 3D motion tracking from 2D footage. If I can find some way to export that into BVH or something that the AM camera could attach to, I'd probably be able to have the camera motion line up in AM and then integrate CG elements in a similar fashion as in the video. I think the real trick for me (if all of that works) is getting that photorealistic lighting. I noticed in the video there were multiple passes of different things (such as RGB lighting and grain and colour correction) so I'm curious to know how we'd approach something like that in AM. What are the different passes and how do you integrate them properly?
That was sweet. I'm still in the process of learning how to integrate live/A:M or A:M/A:M so I've got a ton of distance to go. Love to be able to put something like that together someday
Rich
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Update. Currently recreating the opening scene. The silver ball is reflecting starlight and the blue/yellow lights to reflect earthblue and fireyellow were reflecting off the earth cutout. My solution? creating the same project sans stars, earth, moon, etc in another project. same camera movements, just the silver ball, blue/yellow lights, and fire/smoke mats.
My question is, is there a tut or two on layers, and masking out a single BG color? I've haunted the forums, but most of the masking and AE talk is around compositing live-action (something that I'll def need to consider with this project, albeit not right away) rather than just two animated layers.
Thanks,
Rich
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Thanks for all the feedback. Had a gap in my licesnse for a month or so, but now back at it.
Rodney, I tried to make the eye glows without the visible orbs but couldn't quite make it work, but I agree. Especially the first few issues of the book, I enjoyed the way SalB drew the helmet.
As for the swinging camera, I can see where that would be distracting; in the long pan, I was going for a "look at the devastation" vibe.
Still looking for a way to portray a "world" without using a back drop. I saw someone's (not sure who ATM) flyby of NYcity and I think the whole city model was constructed under a sky-dome.
Perhaps I need to understand how to layer a bit better.
Thanks again,
Rich
Love seeing ROM after all these years. As to camera movement and staging, remember that you are being the eyes of the audience. Arrange things so that the transitions are what we would naturally look to next. Keep the movements geographically sound. Don't break the 180. -
Hi all,
Working on a project featuring the character ROM and looking for critiques and ideas in some areas, specifically backgrounds; how do you get a background to look like an actual deep environment instead of a a middle-school play backdrop?
Any ideas on camera movement, timing, etc. would be welcome. It's pretty much my first animation of any complexity, so I know there's a mile of room for improvement.
Thanks,
Rich
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Heya all,
In the next iteration of TAO A:M, should there be something concerning the "Animate Mode" button? Thing is, it looks an awful lot like a button one would use for onscreen text.
And no, I'm not posting this because I just did it, couldn't get anything to animate on the screen and didn't understand why Rich
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Exactly what I was looking for!
Thanks, robcat2075.
That leads me to a question: I've got a still camera scene with a nice roto--looks good, but what about when you have to move the camera? I know the answer's probably 'no' but is there a way to code a moving roto based on camera angle? Like a panorama picture?
Do most here use a comination of physical set "backdrops" and compositing? Is there a good non-expensive compositing program out there?
Thanks,
Rich
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Exactly what I'm looking for; is there a programming reason why light emitters aren't themselves visible? Since the visible light object should be reflective, and the "bulb" slightly larger than the model, does the emitter emit on both sides of the normal?
Rich
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Gotten to a point where I'm adding a light to a model. However, adding the light completely blackens the model surfaces that don't have ambiance set high. It's likt all reference lighting in the window turns off..anyone ever seen this?
Thanks,
Rich
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You want a visible beam of light emanating from the light? For that use a Kleig light and turn on volumetric, fiddle with settings.
Here's an example with PRJ...
http://www.hash.com/forums/index.php?showt...p;hl=flashlight
Nice, but I'm looking more for the type of sharp distortion beams that you'd see from a headlightt. I've included what I've got in attachment. This is close, but I'm using a pose to do this and I'd like to use a lens flare beam
Richromlook15.tga
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Is there a good tut out there that points out the differences in usage in the inherent glow (when turned on) of an object vs. the glow caused by lens flares. Looking at a "beam" type glow from the eyes of a character.
I created this effect initially with a couple of bone/Cp-driven bolts eminating from the eyes. Looks good, but I'm thinking there should be a way to duplicate the "late night headlight" effect without the normal circular "lens flare effect.
As always, any advice is appreciated.
Rich
EDITED: "good" instead of "food"
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CTRL-D will toggle Show Decals
You can also set Show Decals On in your render settings when "Shaded " quality is chosen
Awesome, thanks.
Rich
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Hey all,--
Never seen this, but a decal won't show up on the modeling window but does in render--anybody know why this might be?
Thanks,
Rich
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This is version 17?
16
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no, I am "flying blind" for the time being.
Maybe its best to look for a good tutorial in how it is really done first....
Gonna engage in a little thread necromancy here. I just had the same thing happen. Last night all were weighted fine, bring up the model and all are weighted 100% to one bone. Sigh
Rich
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Just to clarity the above post, you group one or more patches and then apply the material to it.
THREAD NECROMANCY
Does anyone know if this tut has moved or is just no longer available? Looking for a candle flame solution, but every one I try so far winds up looking like a christmas tree light.
Rich
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Yeah, I just have a problem keeping perspective while I'm adding CPs to an existing construct---then I have to spend time dragging the errent cps all over
I believe not. They are both "modes" and one will replace the other.But they both have keyboard shortcuts so you can quickly switch between the two.
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Heya, all--is there any way of turning the model *while* adding CPs, instead of A:M dropping out of add mode when I hit the "T" key?
Thanks,
Rich
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Heya all,
any advice on the best way to do moving eyeballs? Either make the "white" of the eyes one with the rest of the face (no blinking on this model) and just have the "iris" move around or creat the eyeball and iris as one and have the entire globe rotate.
Any ideas would be welcome. Thanks,
Rich
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Hello again,
Just getting back into A:M after a few years, so will probably be around a lot getting re-used to it. Looking forward to a lot of fun.
Rich
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Hey Rich- welcome back! I am using 17 as a beta-tester, putting it thru it's paces. It will be available in a few months for all... if you buy/subscribe 16 today - you will be eligible for 17 when it is released.
Thx, John--very professional vid BTW--nice!
Looking for critique
in Work In Progress / Sweatbox
Posted
Thanks for all the good feedback everybody. After dreaming about rock materials, I figured it best to take a different direction for a while, so I finished Firefall. I'll def get back to the silver guy in a bit, though. Just not sure where I want to go with the whole project. I satisfied with the modeling so far, but having uncertainties about story construction, camera movement, etc.
Anyway, this is a couple of pans featuring the cave where Firefall first shows up. Looking for feedback on the model, walk, fire effect, movement, etc.
Ahh, just tell me whatcha think.
Thanks,
Richfirefall.mp4