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

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Everything posted by Luuk Steitner

  1. The end of the path that is modified last will be considered the last position. If you need to reverse your path, a solution would be to add an extra CP to the end of the path and then delete that CP, so the path remains unchanged, besides it's direction.
  2. Did you deliberate turn off multi-pass? Enabling multi-pass might might give better results.
  3. Maybe you can show a render or your settings? Fuzzy could mean you have turned on depth of field, pixelated could mean single pass render without anti aliasing. In the render options dialog you can choose to use the settings from that dialog or the current camera. That can explain why your results are different.
  4. There is an other thread about this subject here Btw, don't all such companies claim they have the latest technology?
  5. Maybe applying a tileable (cylindrical) decal with the rope veins already in the correct direction would do the trick. That would be my first attempt.
  6. This website shows how a real kaleidoscope is made: www.kaleidoscopesusa.com/makeAscope.htm It's pretty easy and you should be able to get similar results with CG mirrors.
  7. You could render with the shadow buffer on (render options), and place the shadow layer in your final composite. Then you can render your scene without those cookie cut images. But maybe someone knows a better trick...
  8. Hi Jani. I bet your computer is performing better with that textured wall in stead of all those bricks You're getting pretty close to a good looking wall. If you use a tile able decal image it's much easier to fit your decal on the surface. (use the repeat property in the image properties) You can also add a bump decal to it to make it look more realistic. Do you know what that is or do you want to start with a simple decal for now? (don't want to push your brain too much )
  9. Those are nice examples. Is every one here loading their Icarus data directly into A:M? In case people have forgotten I wrote a program some time ago that converts Icarus files into A:M project files, with camera tweaking possibilities. The main reason I wrote this program was that I for some reason the Icarus data did not work in A:M back then, apparently it works again with current versions. Anyways, if you guys like you try my converter, you can find it here: www.zigncreations.com/icam
  10. Did you read the specifications on my website? (www.zigncreations.com/zigntrack.html) It tracks the head movement, eyebrows, eyelids, sneer, cheeks, jaw and lips. A:M Track exports directly to Animation: Master action files, so it's very to apply your motion capture to your models.
  11. That is one beautiful motorcycle Al. It looks like you'll be doing a great job modeling it, but I wouldn't spend too much time drawing it when you can actually ride it
  12. No, I wasn't really pulling out my hair I took a while, but I'm getting used to such situations where you have have to be patient and eventually always find a solution. I'll post it here (or Erik might) when the Phantom is released.
  13. For a movie project I had to build a cinema and with a projector projecting a movie on the screen (and objects in between). I tried many ways to get this right, but it wasn't fixed easily. When I was doing this I didn't know about the possibility of adding an image to a light, but I just tried it and it did not work out as good as I had hoped. When I do a multi-pass render the image gets blurred, and single-pass is not what I need for production. Also, the image projection does not seem to work with a sun light when the image is directly added to the light. The way I finally solved my problem was by actually building a real projector. I've build a projector model with a light, and in front of the light a surface with the image sequence applied to it. To get this working you'll need two sequences; the first sequence is the normal colored video, the second sequence is a negative gray scale video applied as transparency map. This method was the start to get to get what I need, but again, with multi-pass rendering the projection gets blurred again. An other huge problem was the quality. When I tried single pass rendering I could not get the image smooth, no matter how large is was. If I rendered to a larger size, it just pixelated more. Then, I tried a sun light for the projector, and the image was as sharp as the original image, even with multi-pass rendering. This way I got my project done, the only disadvantage with the sun light was I had to make the projector as big as the screen. But it worked I'd love to show the final result, but I'm not allowed to show it before the film is released. But you can see it in the film festivals in a while See the website: http://www.erikvanschaaik.com/phantomofthecinema/?page_id=21
  14. You can use standard label stickers. If you can't find small ones, you can cut larger onces into small pieces.
  15. You need some marker stickers on the face, like you can see in the demo video. At this moment only AVI files are supported.
  16. Oh? Are you dropping a hint? How cool would THAT be...are we all going to need to paint a room in our house black? If so, I already have one. Well, I am making plans for future versions with much more possibilities. I'm not sure when Zign Track will be capable of full-body mocap, but I'm hoping to get there... So, don't start painting all your rooms black
  17. If you're looking for full-body motion capture, OptiTrack is probably the most affordable solution ($5000):www.naturalpoint.com/optitrack In case you like to work with facial motion capture you can take a look at my software, Zign Track and A:M Track: www.zigncreations.com/zigntrack.html It is affordable, but it doesn't do full-body motion capture (yet).
  18. After 200 posts you should get the option to change the text under your avatar, if I recall correctly.
  19. You can add as many cameras to the chor as like like. Right click in the chor and choose new->camera, or drag the camera in the PWS to the chor to create a second one. You can switch camera views with Num1.
  20. What kind of animated decals are you using (TGA sequence, Quicktime video etc)? And which A:M version are you using?
  21. There actually is a trick to accomplish what you want, but it's a tricky one and I'm not sure how well it will work. The Cloth - deflector simulation does exactly what you want, so my idea is to use cloth. You can have your model drag an invisible piece of cloth over the ground, and it should be modeled in a way that it's always near the foot. The ground must have a deflector material. If you have animated the walking character over the ground, you can do the cloth simulation and if it works out the pieces of cloth should drag over the ground where the foots fall below the ground. Now you can add an expression to the foot to make it rise to the same height as one CP that is nearest to the foot on the piece of cloth. Add an 'if' in the expression so it will only affect the foot when it's lower then the CP on the cloth. Well, this is a awkward way to do it, but I could work for you.
  22. I had some trouble signing in on Vista. After I tried it for 5 times it worked, and kept working from then.
  23. Yes, 2D export to BVH is available from Zign Track version 1.2. I didn't included it in the A:M Track version, but I might add it if people ask for it. I assume you're going for the full version? (1.3 also exports to Poser (will be released soon))
  24. Cool idea. Wouldn't it be possible to make this a functioning 3D game with web HAMR? Although that would probably require some HAMR skills
  25. Great! I like it. Maybe you could videotape yourself playing that guitar with markers on your hands (and elbow) and then use the 2D motion tracker. If you export that motion as BVH you could constrain the hands to those bones. It might even be possible to add body motion this way. It's just a thought. I was thinking of trying this myself but haven't had time to do it yet.
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