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

Luuk Steitner

Hash Fellow
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Everything posted by Luuk Steitner

  1. Well, er... mine is almost done. I still need to tweak it but can't find the time. I'm hoping to be able to get it done this weekend.
  2. The Space Navigator is supported in the upcoming update (15.0f), which can be released any time now. I'm also waiting for this and will be very happy with the new update
  3. It looks like you have a intense light in the back. Reducing the light from the back might solve this. Maybe using reflective blend will help too.
  4. You're right. I was actually glad to see you did this, I like it
  5. By the way, who is moderating this forum exactly? Maybe someone has contact details of this person so we can ask to make the topic visible to contributors again.
  6. It's still here, but the topic is invisible if you're not logged in. If you are logged in and still can't see it there must be a problem with the rights. You could try logging in from another browser, if that helps it might be a cookie problem. (if so that might be solved if you delete your cookies). Or maybe a moderator did something wrong when trying to block that spammer.
  7. Yes, that was one of the tweaks I was thinking off that might be needed. I'll spend some more time on it this weekend. Thanks for all the compliments
  8. Well, here's my attempt at passing the ball. I might add a bit more tweaks. DragonFlyPassTheBall.mov
  9. Nice one. Shouldn't the ball be rolling?
  10. er, I believe it was Ctrl + D to toggle decals on/off
  11. Nice style as always! That's a good squetchy entry.
  12. Now we have many opinions about the rules, wouldn't it be time to post the official rules, or is that still undecided? Except for the resolution which we know. I'm making some time free this weekend so it would be nice to know for sure if I have to use my own ball, or a standard ball etc... Do we post all entries here, or do we have to mail it to the one who edits the final video? Mike, I see no reason why you could not use V13 or V14. But we want to see as many V15 versions as possible of course.
  13. SHOULD we all use the same ball model...or different variations like last time. Mind you...if we use the same ball, and someone wants to do a SOCCER theme animation...that ball will not necessarily have a 'soccer' feel to it. ALSO- Should we ask for a minimum/maximum time length...say minimum of 4 seconds and a maximum of 9 seconds....? Maybe we should all keep it about the same size when it enters and exits the frame. That makes it more logical, even if the balls are not all the same. But we could still use a basic design that can be adjusted by each participant to his/hers style.
  14. Yes, you can submit multiple videos.
  15. That's with square pixels? EDIT: Ah, I see the answer on page 1. Square pixels it is
  16. Sounds good to me. If the deadline is not too soon I can throw something together. About the ball, maybe it's a good idea if one person made the ball so we can all use the same model/decals. We could be allowed to choose the render style our self like toon, realistic or normal, or should we all use the same style?
  17. I prefer a ball, mostly because I already have a nice idea in mind But, if it's going to be something other than a ball it could be fun as well.
  18. If we get enough participants I'd like to join.
  19. We rendered the Phantom of the Cinema at 1828 x 1101 pixels for 35mm film. But I believe different resolutions are used for this. Found this pdf on the net: http://www.cst.fr/IMG/pdf/35mm_resolution_english.pdf
  20. Mark do you have a link to that tut or Will Suttons tut on bvh ,I can't seem to find it anywhere .Im using .bvh with the 2q08 rigg and its working well just need to be able to keep the rigg in there and use a differant bvh file without putting the rigg in everytime It's offline for some time now, but luckily I have saved the text while it was still in Google's cache (no pictures but this info is quite clear IMO):
  21. You have radiosity turned on. That's causing both the gold 'splashes' and the long render time. (although your original prj renders in 17 minutes here)
  22. In the PWS in the chor tree, select your object->options and set flat shaded to "on". This way the object is not affected by lights.
  23. O, you're on a Mac... In that case follow Largento's advise.
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