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Hash, Inc. - Animation:Master

Caroline

Hash Fellow
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Posts posted by Caroline

  1. Show Back Facing Polys?

     

    Tools Menu > Options, Rendering Tab. Choose Shaded mode, and make sure Show Back Facing Polys is ON.

     

    If that is OFF, the patches that face away from you look transparent. It's a good way of finding flipped normals. To flip them the right way, select the Patch tool, click on the patch, and press the F key.

  2. So you select the part that is going to cover the image.

     

    I notice that in step 6 in my post above, I did not spell out that you Save that Selection (Select Menu > Save Selection), before you save as the 32bit tga. I will edit the post to reflect that.

     

    Do you think that's what messed you up? When you import that tga into A:M, the part of the image that was not selected should look black in the PWS, but when you create a layer with it in the choreography, it will be transparent.

     

    My post above does it with layers - I do not recall how Victor did it, exactly.

     

    When you say you get stuck - what do you mean by stuck?

     

    Have you had PSE before? What's different about version 6.0? Have they allowed you to disable the horrible Organizer yet?

  3. When you apply a decal, it gets applied to whatever is showing at the time. You can reapply the decal too, if it does not look right. You can also delete the decal in the PWS. I think it took me several applications to get it right, and I don't think it was ever perfect; the giraffe tgas are not that great.

     

    So if your inside leg didn't get decalled, hide everything but the inside leg, and apply the decal again.

     

    The scale depends on how zoomed in you are to the model. You can resize the decal before you apply it, by dragging the corners (hold Shift down to keep aspect ratio).

  4. Hi, Photoman - welcome to the forum!

     

    How are your A:M skills? Basically compositing live action and animation is just like using Photoshop layers. You have the live action as a layer behind the animated person.

     

    So you have your animated model, and render it out with an alpha channel to .tga format. You then create a choreography with the live movie as a layer, and bring in the .tga sequence in front of that layer. Where the black alpha channel was rendered, that will be transparent, showing through to the live action.

     

    You should probably experiment with stills on one frame first, to get the hang of it. Mini tute here:

    http://www.hash.com/forums/index.php?s=&am...st&p=266940

     

    If all that sounds like blaa-blaa, then you might need to do a little more reading and experimenting :D

     

    This page http://www.alienlogo.com/tincan/ will introduce you to splines, and there is also an Alpha Channel tutorial.

  5. Hi, LostValley, and welcome - it took you a long time to make your first post :) .

     

    Your question is rather broad, so there are many different answers. What sort of picture? How much animation? Could it be applied as a decal onto a cube and then moved around? Or could you model parts of it, and then animate them?

     

    If you have a look at The Art of Animation:Master manual you will get a glimpse of how to model, how to animate, how to apply a decal.

     

    For the font wizard, which is the one I think that Robcat is talking about, you can look at Holmes's tutorial.

  6. Congratulations!

     

    Here's the thread for sending off for the certificate:

    http://www.hash.com/forums/index.php?s=&am...st&p=237655

     

    You are right about how unlike real life if the rotoscopes were the same size. I have taken many many photos of people (and dog) in various positions, stretched them in Photoshop, and they have never come out right. The chin moves, or they blink, or somehow the top of the head shrinks.

     

    I'd be impressed if you managed without a 5 point patch. It seems to me that a round hole going into a square mesh will always need 5 pointers (like the giraffe ears)

     

    Anyway, congratulations again! I hope you learned some from it, even after 11 years - I sure did.

  7. You get into the ftp site in your browser (Internet Explorer or Firefox). No password needed, you just enter the address ftp.hash.com/pub in the address bar (no http://). You get presented with a list of folders, which you can click on to open.

     

    Oh, and welcome to Hash!

     

    You'll find the documentation here:

    http://www.hash.com/2007web/reference.htm

     

    The important one is The Art of Animation Master, which has all the introductory exercises and tutorials that you will need to get started.

     

    (I find that site does not work for me in Firefox, but is fine in Internet Explorer)

  8. Create a null in bones mode. Right click > New Null.

     

    Then constrain the eye bones to the null - (Aim At Constraint, I would think)

     

    Then when you move the null, they eye bones will always aim at the null.

     

    Solid mesh? I don't understand that term. Do you mean a separate skull cap? Or do you mean modelled hair rather than particle hair. For a cartoony character, that might be the way to go.

  9. (2) I tend to use the arrow keys. Select the object with the mouse in the chor window, then use the arrow keys up and down. Hold the Shift key and arrow to make it jump in a bigger step.

     

    (3) From the manual

    "Nulls are non-rendering objects used in constraint setups or as action objects. Nulls can be added to objects, actions, and in choreographies. One common use is using a Null as an Aim At object for a constraint (e.g. aiming the character's eyes)."

     

    As Fuchur says, they don't 'do' anything. Just add a null (right click > New Null), and constrain a couple of bones to it. When you move the null, the bones move.

  10. That's a nice effect with the toon looking eyes. A null would be easier to control them I guess.

     

    I just checked the compression of your .mov file, and you are not using a compressed format, which is why you are getting such large files. In the advanced render settings, where you choose 'quicktime movie', you can click Set, which gives you a list of other compressions. I use Sorenson 3, others use Mpeg, or H264. The default one, Animation, which is what you used, is not very compressed, if at all.

  11. You can use constraints with a prop just as in the choreography. Just drag the gun into the action, it will appear as an action object, and apply your constraints, like Translate To.

     

    Exercise 6 in TaoA:M deals with a couple of constraints.

  12. When I delete half my model, I do this:

     

    1. SAVE the model + project

    2. Select the points I want to keep.

    3. Press Ctrl C to copy

    4. Press Ctrl A to select all the points

    5. Press <Delete> to get rid of all the points.

    6. Press Ctrl V to paste

     

    It may seem complicated, but it does mean that you don't have to break the splines like you have to in this model.

     

    Try it once. You'll like it!

  13. Make sure you are right clicking on the actual green control points, not 'untitled' in the Project Workspace - you could press the delete key after selecting them.

     

    Also, when you delete like this, the splines will still be linked at the end, which might not be what you want. You could select what you want to keep, press Control C to copy, then Control A to select all, then delete key, then Control V to paste back what you copied first. This will stop the splines being linked at the end.

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