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Posts posted by Caroline
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For someone who has most of SVN already, and not unlimited bandwidth, are these the only SVN updates needed to render properly?
1) The folder with the project and chor itself.
2) Shared Data folder
Are any Libraries / Music etc folders needed?
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Well done, Scott - this one has to be the hardest in the whole book.
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You should be able to choose the root bone in the Project workspace, click on the Scale Manipulator in the top toolbar, and then scale the whole bone structure.
(Art of Animation Master Manual - Exercise 13 - Show some backbone.)
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Thanks for all critiques.
I would love to lay claim to the lip sync, but it was given to me like that. I am in awe of it too. I have looked closely, moved a few nulls around, and I can't improve on it. It's got some great lop-sidedness going on all the time.
I was pushing my skills doing the spin, but have tried to put a bit of anticipation into it.
The rotation is not now so even - I missed that one - faster at the beginning and slow at the end.
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Bit more work.
I did lose a whole channel - CLeftFingers - it just disappeared from one save to the next. Totally unreproducible, though.
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I did it here a long time ago, using Robcat's way with a photoshop image and alpha channel.
It wasn't a decal - in the choreography I inserted a new layer, which is the image. It is 2d, so you have to aim it flat with the camera. I used Active On/Off for the time when I needed it to show.
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I haven't achieved much this week, EXCEPT for an Euler null, and constraining bits to it.
I'm a bit worried about the continuity - when I zoom out, nobody, but GM is in the scene. Shouldn't there be a few other people there? But I have looked at other scenes around this one, and they have the same lack of a crowd.
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Hi, Bob - it's great you're starting out with a simple model.
You probably need to 'doodle' a bit with splines, and see what happens when you do things in different ways.
These Splinemanship tutorials may help:
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Ooh - Euler - constraining to nulls - maybe I am a real animator
When I change the driver, it looks like it is for the whole choreography action - is this correct? If so, would it be better to keep the Euler part in it's own separate choreography action?
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Very rough take 1 (3.7mb)
I realised doing this scene that I have no idea how to do a complete rotation.
It seems to be a bit unpredictable whether the joint goes clockwise or anti-clockwise. I did keys at 90°, but when I moved them around, they started going in the other direction.
The spline goes up for 180° then down for the next 180°.
Also, how do I make it that he rotates his body on his toe, not on his IK foot controller?
Suggestions about other bits always very welcome.
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That's great. I love the hand perspective.
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I would suggest The Art of Animation:Master, exercises 10 (decal) and 14 (materials).
You can see the videos that go with that manual here:
http://www.hash.com/2007web/vm.htm
You can see TAoA:M manuals here:
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What about putting the image on a flat model, and then constraining the model (Aim At) to the camera in the choreography.
That's:
Create flat model, and apply image as decal.
Create new chor
Put model in chor.
Right click model, choose New Constraint > Aim At.
If you can see the camera, click it, otherwise
click anything with the picker, and change the Aim At constraint property Target to Camera1.
When you move the camera, the model will always follow it.
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Thanks for the tutorial, John.
The rendering was a very necessary part of this, which I missed out. I don't remember having to render it in the past, but it is good to know, although I'll probably forget it again.
So it does work.
Did you get that, Ravager?
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I was going to suggest using Key Color (which defines the transparency color), but I couldn't get it to work in v14 even with a tga. Does it work for anybody?
To create an alpha channel, you need Photoshop / Photoshop Elements / Paint Shop Pro / Gimp.
You create a selection in one of those programs of the areas you want to be transparent, and then save the selection (Photoshop Elements) or save Alpha (PSP), and then save a .tga file, 24 bit, I think.
Key color is the easiest way to go, which is defined on the Image properties, but I couldn't get it to work.
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HAPPY BIRTHDAY
Thanks, Dhar - I shall always look on this as my birthday scene. (Sad?)
Body arc contrasts. Sigh. Of course I've seen Robert Holmen's videos, read a thousand things, and completely overlooked it in my own work.
I did the arcs, and thought - that looks silly, but then rechecked the previous version movie, and I think that it looks a ton better.
I've left the previous one there.
OK, so I miscounted. It certainly feels like take 5
I've tried to get the center of gravity. He's got such a big head that he'd probably fall over no matter what position we put him in!
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Thanks Nancy & Dhar.
It's a very interesting point, Dhar, and I hadn't thought of it in terms of 'negative movement. I have tried holding the poses for longer, but there isn't enough time in the audio to hold them for long before I have to be at the next one.
With the approved stamp, I think I'll have to hold the thought for other scenes.
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nice flower
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This isn't very helpful, but it works for me!
I created a new project, dragged the strawbear model into it, and into a chor, then went to Face Interface > Preston Phonemes, and dragged a few sliders, and they worked.
I created a new action with strawbear, then a new dope sheet, then typed "Hello how are you" and it automatically assigned everything, and just worked.
Could it be the actual project that you are working on? What project is it?
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Are you rendering to .mov - Sorenson 3 format?
Funny thing, though, I mentioned a couple of scenes ago that my scene was over 3mb, when I'm used to them being 1-2mb. I thought it was probably because I had lots of characters in them doing stuff.
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Thanks for taking the time to do that, Mark - I actually did something about arcs on the way up, but the thought did not stay with me for long enough!
I'll fix that up in a couple of days when I get some more time.
Ongoing Renders
in TWO Lighting
Posted
I'm a bit worried about this scene. I have rendered one scene fine, in this one (01-01-19) I took the camera settings as they were, and this is happening:
Screen Grab Pass 1 OK
Screen Grab Pass 2 Iffy
Pass 3 is much the same as Pass 2, except for everything has shifted a bit
Final image from previous frame
Is it possible that there is a setting wrong? (Which one?)