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Hash, Inc. - Animation:Master

Kelley

Craftsman/Mentor
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Posts posted by Kelley

  1. I always thought you had to push ALT/PrntScr at the same time.

    'Must be a good deal of variation in how OEM's set up their keyboards. ALT/PrintScr isn't working on my laptop [COMPAQ] and just a regular 'PrintScr' does it on the HP desktop. However...The Snipping Tool is definitely the way to go! It's in the Accessories section in the Start-Up Menu. Thanks again, Ken.

  2. If you change all the settings in the master rim light, then they'll have to be the same. No?

    'The Master Rim Light'? I'm assuming you mean the one in the Objects folder? Here's two shots at it. I set the values in the Objects and then pulled them into the Choreography. In the first, the Rim lights and the headlights overlap in order to get rid of the dead space between the model's headlight and the beginning of the light cone. In the second, I re-sized the Rim lights so they did not overlap at all. In the last we get to see the the full effect of 'Volumetric Light Hell". Not only do the truck lights not match, but the light from a motorcycle [the MC is turned off] which has always been a soft volumetric, has erupted in 'full glare/burnout' and another overhead light, which I do not recall being volumetric, has become so. [in this shot, it's cropped out at the far left] I'm probably mis-remembering, but I include it to show how the lights can differ from each other, and change from one day to the next. Not always, but often.

     

    Is it possible, by 'Baking All Actions', to fix the value on a light and re-use it?

    LIGHTS_001.jpg

    LIGHTS_002.jpg

    LIGHTS_003.jpg

  3. I'm trying to make headlights on a truck using two Rim lights. However, to work, they need to be Volumetric lights so I can see the projected light cones. From the moment I turned on 'Volumetric', they were out of sync. I cannot get the light on the left [our left] to throw a beam as far as the right. Last night the left looked more like a yellow plastic cone and the right had dark banding in it. Both are more well-behaved this morning. I'm looking for something like the light on the wall [streetlight] which, in itself, is was an adventure of chasing numbers. Seems even the size and shape of the Rim light has a huge difference on how the light projects.

     

    Is Volumetric lighting an effect generated on-the-fly? Is there a 'seed number' involved. If so, and I get a light that I like, can I 'Bake All Actions' to fix it in place? Can it be then saved and re-used?

    LIGHTS.jpg

    LIGHTS_02.jpg

  4. Do they have an action on them?

    On the self-propelled guns:no. Not the armored car either. The troopers: yes.

    But Vern...what you're saying really sounds right. I notice that I start getting 'untoward results' [otherwise known as 'wierd s***'] happening on a rising curve as the number of models in Objects goes up. As the number of instances in the Choreography grows, as the amount of time goes up for screen refreshes, screen renders, changing views, etc. I can feel the system straining to drive A:M. [part of this will get solved in the coming week, as I've just oredered parts to build a PC tailored for 3D: fast, Blu-Flame screamin' everything with 4Gb RAM] But holding down Choreo. size...it'll take forethought, but [i think I can. I think I can.] and Folders...definitely. I twigged to this as a way to manage the incredible number of Groups that some models get. [all those unnamed color chips] This would be a way to store multiple sections of street, all house on the left side, then the right, then the lighting. Thanks.

  5. Is their "Active" state in the properties window set to "OFF"?

    Sorry guys. My Bad. The models aren't disappearing, they are defaulting to the 0,0,0 position. [which, in itself, is weird enough] My town model started at near 0,0,0, but now the action is taking place at closer to -2200 on the X and -800 on the Z so when I highlight the object in the PWS, it's off the screen. Still...anyone else have this happen?

  6. Over the last two months, I have, on three occassions, found models missing from the Choreography. They are still present in the Objects, and in the PWS. They are still lisrted among the Choreo. objects, but do not appear in the actual set. In this instance, the Armored Car is gone. Before that, both self-propelled guns were gone; before that, one of the troopers. Has anyone else had this happen?

    GONE_MODELS.jpg

  7. Here's one of the Ping-Pong balls right now. When I originally built the MG gunner, his mouth was supposed to be slightly open, which was not a problem until it comes time to try a little lip-sync. Now, the test sentence ["I'm gonna transfer outta this outfit."] starts with the mouth in an "AHH" shape and returns to it when the sentence is done. Not good. So I went back to the model and closed it. The problem is that something is stopping the model from updating in the Choreography . The mouth remains open, both in "UPPER STREET" Choreography [which you've seen in this thread] but also in another [Choreography 1] with only the two troopers. I've deleted, and re-installed the character. I was [am] suspecting something in the mouth Pose Sliders which were built over the old head and may be remembering old CP positions. But I opened the last one [the UUU sound] and the mouth's default position is the newly modified face with the first keyframe at 00:00:00 and 0%. Any thoughts?

    PEPPERBOX_mouth.jpg

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