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Hash, Inc. - Animation:Master

C-grid

*A:M User*
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Posts posted by C-grid

  1. While its great to support Hash Inc its better to keep your own vision going.

    I make a distinction between support and art.

     

    I don't always walk for my own vision and sometimes support is art. :)

     

    Maybe your animation is meant to support Hash.

    If that is the case a Hash sign is perfect. :)

     

    Well, like I said earlier, I first intend to let it say "No drivers allowed(on this part of the road)", but I changed it to a landscape and added later-on "Hash", support may be the best description. In the back of my mind thinking, if this only will be played back through the Hash-site it's nice for A:M, on the other hand, I still remember reading from polygonist in some forums(over a year ago), they doubt if all models were really created in A:M in the first place, I know all models could be, this since deliberate import as props is an option(which I haven't used yet).

     

    Niels

  2. Neils.

     

    Is it a setup?... :)

     

    http://www.hash.com/forums/index.php?showt...rt=#entry218728

     

    I could reply... "If your eyes and brain were connected you should be able to really see...", nah, I won't do that since I agree with the Scripture: insults may teach but it will pass the student. :)

     

    Rodney, could you persuade me the principle why, "'Hash-sign' on the billboard" is really wrong/weird? This considering being a work-in-progress movie-post...

     

     

    Niels

     

    ps.

    Rodney, there's no blame/setup/insult in 'Niels' or 'Neils', it would be pronounced (nearly) the same in english :)

  3. When you're target-render-format supports transparency(alpha-channel) a new option appears in the camera>>output options>>buffers>>alpha.

    Choosing such a format will automaticly set alpha ON, set this to OFF when you want the chor-background rendered in the still.

     

    Niels

  4. Hello Rob,

     

    I have no experience with v14 version after release 2, from what I have read, I understand that on some systems dual-core should already work.

     

    Niels

     

    ps.

    Rob, if you want to increase the renderspeed, take the 'crab'(mmm, toys/gadgets) of your desktop to lighten the grand-cpu-usage-cycle... :)

  5. Daniel,

     

    - Do you experience openGL/DirectX problems in e.g. games?

    - Did you try to switch A:M driver from openGL to DirectX or vice-verce?

    - Did you upgrade A:M(v13q), displaydriver or directx before this started to happen?

    - What I see is not the 'typical-known-nvidiacard/driver' problem.

    - Did you try adjusting the configuration of the videocarddriver, a good card with wrong settings can be unpredictable in what it will display.

     

    Niels

  6. I don't know if you like the following method but it should work:

    Install v12 on both computers(the newer CD should start the older one), and do at least all modelling in v12.

    I guess, when using a model from disk that is v12 in a v13 chor/project it won't rewrite the .MDL to v13, try-out before assuming.

     

    Niels

  7. Elias,

     

    I hope one of the programmers will give a more exact answer.

     

    When modelling, the realtime-view after the realtime-view is created depends greatly on the gpu and vga-ram.

    When modelling, almost everything is CPU based, meaning large objects will need a large amount of RAM to hold the CP, where the 5-point-patches are, etc.

    In order to further modelling the model and wanting the program still to be responsive in workable times at modeling-tasks, you need a faster CPU.

     

    Niels

     

     

    ps.

    It's unclear to me if e.g. the box object null-coordinate is a 64-bit integer and the rest of the cp are relative to the box, these things matter in order to determine how much RAM would really be advisable at a certain number of CPs.

  8. I started the day before yesterday, so I haven't spend all six days yet... ;)

     

    Niels

     

    ps.

    It's a misassumption GOD stopped building after the sixth day, He did notify what He did on the first six, keep in mind, that a day(1 cyclus) can be put to 10.000 year if it's needed, and moving the sun around while working isn't what you call 'a (human-)day' either :)

  9. Tido,

     

    My vision of animating is craftmanship and manual labour, not doing a sequence of glued predefined actions...

    This being said, chor-animating the bones and use actions where its convient to use is my way togo.

    Of course the type and quality for the final animation decides when 'convenient' will apply.

     

    Niels.

  10. Please tell me you have V13 and you are going to render some awsometastic AO renders; if not, you can always use one of Yves's light rigs. The house looks fantastic. The only thing I can say is that the walls look too white. I agree on the arches, they look natural and flow well with the architecture.

     

    Thank you.

     

    GOD created the earth, it was just the basic thing, no humans lived there yet.

    Then GOD created (basic) light, then the second(moon) and third lights(stars) then made the movements needed to make the difference for day and night.

     

    What I am trying to say..., I will build the garden first before continueing with further lighting, alot of light is added after that.

     

    Niels :)

     

    ps.

    I do have 13.

  11. The little detail on the double-arched window, where the arches meet, should not be overhanging the window frames.

     

    Thanks Paul, I see what you mean, I also noticed something else, look at the white-window frame, there shouldn't be any shadow on the leftside.

     

    Niels

  12. I ment something else with 'point 4'...

     

    Although the artefacts don't appear in the corner, I strongly suspect "perfect-square mesh techinque" is causing the trouble.

    I think the creation of patches through weird broken splines make the renderengine mix-up and not returning the calculated square.

     

    Niels

     

    ps.

    Of course in combination with camera and light-angle (and maybe the actual bumpmap-pixel-color).

  13. Tralfaz,

     

    - Did you check normals

    - Did you try changing the order of decals(if applicable)

    - Is something like decalling the spot with a transparant.tga a work-around?

    - Did you try a different format(extension) for the decals used?

    - Would changing the resolution of the decals used get rid of the problem?

    - If you used old-style bump, did you try new-style bump or vice-verca, changing bump-approach to displacement may be a workaround.

    - Did you try to use a real low magnitude percentage instead of peak?

    - A work-around can be adding a spline if the plancks are separate meshes.

     

    It would probably help to tell something about the model and texturing.

    Even when you do get rid of it, send in a report anyway.

     

    Niels

     

    ps.

    The time I dealt with it, is some time ago, and I had 'perfect' black-squares...

     

    ps2.

    When time is a problem use photoshop :)

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