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Sean delgatto

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About Sean delgatto

  • Rank
    Apprentice

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  • Yahoo
    sean_delgatto2001@yahoo.com

Previous Fields

  • Interests
    Nartive fiction, sci-fi, horror, and animation. <br /><br />SFX from CGI to Practical models.
  • Hardware Platform
    Windows
  • System Description
    XP2, dule core 3.2 G processor (Pent), 2 gigs of ram, 750 gigs of HD space.

Profile Information

  • Name
    Sean DelGatto
  • Location
    Hillsboro Oregon
  1. WOW so just for grins I created a new Material hair emitter and the option came back for that one, but not the other hair emitter. That is really really weird! I'll leave this up incase someone has the same problem and does a search, but looks like you have to just create another MATERIAL-> HAIR SYSTEM -> Hair emmiter
  2. I use to have under properties a way of adjusting hair density, but My computer ran into issues and had to do a fresh install of XP SP2. However when I reloaded Hash V11 with Upgrade to AM V13.0 suddenly that Density option went missing. I tried reloading it, and will try again after I get done posting this. But its a real problem, I can't find any software update links other than for VS 17 web version, which I refuse web subscription, I only want hard copies of software. Anyway if you guys know what possibly happened so that I can undo it that would be great. Thank you.
  3. Yeah I know how that is, I just got done with hallows' eve and started submitting it to film fests. But then I switched up to a new project to get over the old one. The two are polar opposites, one is a period piece abotu a guy that fights eveil to save his village, then switched up to a space sci-fi story. I found changing genre helps get back on the saddle.
  4. Have been having issues even uploading a mascot photo to hash for the past couple months, is there a different way now than use to be? You need to send it per E-Mail to support@hash.com. I think that is the way that always worked the best. Ah ok there use to be an up load image button on the stills screen and then it went away. Well maybe next time!
  5. Have been having issues even uploading a mascot photo to hash for the past couple months, is there a different way now than use to be?
  6. Wow never mind, restarted hash and time line appeared in a seperate window, where as it didnt before. so I got lucky. Everything is good
  7. So I was moving another window and some how dragged my timeline off screen. there is still the time controls and slider at the bottom and despite clicking on views and checking time line it still doesnt reappear! Awesome.
  8. I ended up turning off motion blur and just had to deal with it. Sucks but at least Im getting the shot done, I have completed 35 shots and still have 200 more to go and dont have a lot of experimenting time lol. But I will see if I can upgrade once this project is done.
  9. The scene isnt complex or involve too much movement, no multiple passes, nor particles. Just an empty room with a single light source, yet I get this error 010. If its taking too much memory 2gigs, im wondering then why it only takes 3 minutes a frame to render. not sure why the program gives terms like exception error when it doesnt describe what the actual issue is.
  10. I placed a light into choreography and noticed that the lens flare "ON" was greyed out and disabled. Have you guys noticed this??
  11. Yeah its weird. its really really hard to explain something that is visual in this case. But yeah I notice it was trying to render the object even if it isnt in frame. Plus it was moving fast with motion blur. probably it.
  12. Noticed a glitch, I have a character that is being tossed into frame to be comp'd in to back ground. When character is not in frame to where it is a blank back ground it takes 2 hours to render each frame when there is nothing to render. Yet once he is in frame it takes 45 seconds. So I usually have to follow him with the camera and then After effect it back to how it would have originally looked. Anyone noticed this or know why? VS 13 OS XP SP2 2 gigs of ram 2 TB of HD space
  13. I've always made walking cycles and added them to the model then move the model bone around and tried to get the walking pace to match, which usually sucks. I would like to however have the model bone move with the hips so when I move the hips forward, though the walk cycle (while in choreography not through action) the model bone follows along without scooting the whole model along. Otherwise the model bone just lags away as I walk the model further and further away. Im sure walk cycles are nice but they look artificial and when a character walks , say up a hill or across rocky surfaces it doesn't look good. See below, I walked the character forward but when I click on choreography mode as oppse to Skeletal mode you can see the model bone is no longer center. This might be a stupid question, but doing a walk this way looks smooth and fantastic and would rather deal with it than have to use walk cycles.
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