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I do have one other question on the subject. Is there a way to reduce the render hit? I'm not multipassing, and I'm rendering in Low quality (which is all that's necessary for the project), but I'm finding that the program is calling for nearly 3 hours render time for 5 seconds of animation. (That may be a realistic number, but I thought I'd check with those who know). Having the fuel flow for 20 seconds would cost me a 12 hour render (not in and of itself too costly, but if there is a way to reduce the time, I'd be very interested in knowing it) Remarkable forums!
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Windows versions can be found here: 2004 CDROM (Orangutan) dongle (HASP) Version Multi-User Dongle Version FTP Mirror area (Faster) V11.0 Features V11.0 Online Technical Reference V11.0 requires dongles to be programmed for year 2004. If you receive a hasp or "No Authorization" error you will need to have your dongle upgraded for the 2004 subscription. Contact upgrades@hash.com for more info. Run the RUS Utility to get your HASP ID#. After receiving an update code from support@hash.com you can use this utility to flash the HASP. ----- Fixes since last version. Added FindAnimObjectFromCache, SetActionDeleted, IsActionDeleted to SDK Compensate mode works with SurfaceConstraint. Fixed deselecting a bone selected in a relation view by clicking in another view {Dave Conroy} Fixed path constraints after removing path Stopped drawing on project close Fixed blank Community chat messages after chat window fills up. Community Chat server pushes chat history on signin.
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As a matter of fact, the system IS an old one. It is a mechanical injection system that is used to this day on drag racing cars and boats. (No electronics at all). The system was developed in the late '40's, and survives to this day with very little modification. (Over the years, multiple pumps, nozzles etc. have been added). The animation is to help to explain the very basic system for someone contemplating switching from a carbureted application to an injected one. I would very much like to include fuel flowing through the lines as it would be a tremendous help to visualize where and how the fuel gets to where it's supposed to be. I downloaded a project with blobbies and sprites, but I must confess, I haven't got a clue as to what is going on. If I could figure out how to get the blobbies or sprites to emanate from a particular direction, and be constrained to the inside of the fuel line, I'd be in 7th heaven. I try to learn one new thing a day in A:M. So I'm trying to figure out the sprites and blobbies. I'm not sure if I'm going to leave the background the way it is. For the moment, I'm trying to get my chor sorted out with the correct shots and timing. Once I get that nailed, I can make a decision as to whether or not to enhance the scene. (By then, I'll probably know how to do it! LOL! Thank you for the encouragement and support.
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You know, I think that would work well. Could you post the model/project? Thanks! Greg
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CRIMEBOMB! and MissD latest...
John Bigboote replied to John Bigboote's topic in Work In Progress / Sweatbox
Thanks Ross! Thanks Rodney! Thanks JIM! The walk cycle was actually animated for another character, and a last minute drag-n-drop onto this one. I can do better, wait n see! This project was inspired by the new 'Incredibles' movie...I hope to initially just get some good samples I can plop into a demo reel to offest all my motion-graphics, and then I would like to make 4 or 5 short episodes of a very formulaic nature. Maybe something I might pitch to spikeTV or some other non-childrens production... ROSS- Here's my little explanation of how I get the cleavage to bounce.(attached jpeg) I would love if Joe Williamson(?) of 'Hunter Dynamics Test' fame could illuminate how he does his magic... God Bless our emerald coast today, may Ivan's wrath be mercifull. -
HI Justin thanks for your comments. I see what you mean by the foot slipping and went back into my action and adjusted the timing. I spend most of last night working on just that. I originally had stride length turned on and set at the heels but i guess since he leaves the ground i had to extend the stride way out. then i could make small timing adjustments to the action so the foot speed matched the ground movement in the action window. I made a test render with just the run cycle and it seem much better as far as foot slipping and now he covers alot more ground per stride. i still need to work on the jump and to get the timing right , but now i know how to do it so it looks right in the choreography. As far as camera moves , its an area i'm having some trouble in, i'll try to keep the moves simple like you suggested. maybe I'll pick up a book on camera techniques thanks for you help. i'm learning so much on this little project mrball_run.mov
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Here's a technique for quickly laying a surface texture over an irregular object without first needing to decal it. The various projection map types work well for regular-shaped objects like sphere's, planes and cylinders. For irregular rounded shapes a projection mapping type which is based on the surface normal is often a better solution. AM doesn't currently have this option but for stills you can use the environment map to project a texture. Just add an environment map material and select an image. A spherical projection is ideal because it avoids pinching at the poles, but even simple photographic textures work well. On larger flat areas the texture will stretch, but this can be minimised by adding a fractal bump material to break up the streaking. This technique is great for trees and other objects which are time consuming to decal.
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Against The Author, the War of the Worlds
heyvern replied to guernseyfreak's topic in Work In Progress / Sweatbox
Some suggestions: On the web site remove everything except the content, which by the way, I have not been able to see as of yet. You have java applets? Or something? There seems to be "blocks" of content somewhere but they never show up. When doing a web page for something like this the first thought should be towards getting to the good stuff as easily as possible. Is the site a "look at all the cool HTML stuff I can do" or is it a site about the film project you are working on? All of those other things just get in the way. If you must have those things in the site then have a splash page that indicates it is for PC only, or there is a lot of java (not javascript, JAVA APPLETS!). Or have an alternate page. Java NOT JAVASCRIPT, even when done usefully and correct, is iffy at best. There is no need for it here, in my opinion. Also since you are using FrontPage, try not to get carried away with all the wizbang gizmos and what not. You are just looking for trouble, trust me. Front page is not... uh... the best tool in the toolbox. The "bubbles" animation is useless and annoying. Try doing a page that is plain old HTML without anything fancy. You want fancy? Make some cool images, use animated gifs...THAT DON'T REPEAT, standard stuff that won't cause a browser (mine) to crash or become unresponsive. Hope to see the actual content someday. Remember KISS: Keep It Simple Stupid - I am not calling you stupid. It's just a figure of speach. Vernon "!" Zehr -
CRIMEBOMB! and MissD latest...
Ross Smith replied to John Bigboote's topic in Work In Progress / Sweatbox
I don't think you'll find much complaint about dynamic bosom behavior on this forum. And I don't mean that in a back-handed, Poser-user kind of way -- I just mean that I've never seen it be a big deal. Speaking of big deals! Nice job with the dynamic constraints. Would you mind giving a little explanation of how you got those to work? I really like the characters. I enjoyed CrimeBomb when you first posted him, asking for help with the arms. He's coming along great -- I look forward to seeing an episode. On the other hand, Ms. Demeanor's walk test doesn't look as feminine as -- well -- the rest of her. Some people (I'm thinking of Parlo) can give you some really awesome tips about walk cycles, and particularly how you could exaggerate the hip swagger on this one to put it in the spirit that you look like you're going for. What are these guys for? Just something to practice with, or do you have a project in mind? -
I return to the basics....
Ernesto Esteso replied to Ernesto Esteso's topic in Work In Progress / Sweatbox
Justin, Shazam3D, thank you very much by your care.................you................make me feel.....................happy. But the problem is not the file are corrupted, the problem is that the file disappeared from my computer .............I've made a search in Windows, but definitively.......I lost the file Well, all this have a good point.......Now I can start the project again with new ideas and more knowledge P.D:Yeah! Shazam see you there! -
www.studioartfx.com www.d7peacemaker.com www.animagine.co.uk www.oniriapictures.com/renardweb.html This is what you can accomplish!!! One man show or part of a team!! Your work is just to good to put into something that has been done and no commercial value. I mean I could really see you as a director. There is something about your work and something behind I just see. I would buy a dvd you made, hehehe!!! I mean I'm not saying don't enjoy your project, but wow your work is good to go solo into an idea of your own!!!! Just a thought for the day. Definately be proud of your work!!!
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Bubblegum Crisis 3D stills
noah brewer replied to noah brewer's topic in Work In Progress / Sweatbox
Thanks a lot! My actual goal is to become an animation director, so I think adapting an existing animation through my vision is good experience. As a director someday, I would love to work with talented writers, character designers, and animators to make original movies. For right now, though, I'm enjoying working on this project. -Noah -
I return to the basics....
Shazam3D replied to Ernesto Esteso's topic in Work In Progress / Sweatbox
Hi Ernesto! If your project won't load or crashes, try opening the file in a text editor (notepad p.e.) and deleting everything between [WINDOWPLACEMENTS] and [ENDWINDOWSPLACEMENTS]. (as seen on "Animation:Master" 2002 A Complete Guide" by David Rogers) I hope that it works. See you in the Cole3d -
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By the way we have him in the project files ready to use. We just can't get the bones to work right to make him move. The concept is not hard if you know what your doing. We are just to new at it.
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We are still looking for someone to help with this project. Sorry Ken we lost your information
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okay and if you're are interested here's the project file got the right fir(pine) this time but hey its late fir.zip
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We use bmp files like animated gifs. So each animation is a sequential series of images that are in bmp format and then displayed at a frame rate of 15fps max. It works the same as gifs, but has the advantage of more colors and you can compress bmp files, too. Plus bmp files are a Windows standard and the program only runs on Windows. What we need is a 3D look and cells that can be played as animation for various movements that we want the characters to make. I hope this helps clarify our needs. We can convert though from any format to bmps. More details about this project follow: I need frame cells captured from a moving character. We use a type of bmp animation with DirectX. Examples of what I will eventually need are below: The character (dog man, cat man, elephant man, duck man) needs to bend down and pick up reach up turn left turn right reach out to right reach out to left at chest level walk right walk left smile jump up and down hop left hop right I would like to start with this: A frog that does many of these things and uses his tongue to catch things smiles talks eats things turns right turns left turns backward I need the frame by frame movement in 16bit color bmp 200x200 pixels
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I return to the basics....
Ernesto Esteso replied to Ernesto Esteso's topic in Work In Progress / Sweatbox
Sorry guys!. My intention was make some modifications to the animation, like you critic me before,and post here, but.................what a surprise, when I start the program and select the project.................Taraaaaaannnnnnn!!!!!!!!!.................I LOST IT!!!!!!!............ . But at least I wrote all your critics in my notebook, and I'll try to apply them in my nexts animations .................I'm a "bad lucky guy" ............... -
Just trying out an idea with a tree and leaves and trying to seee if the controls get saved. All but the last frame .. saved fine... the last frame highlights a leaf and I noticed that after saving and looking at the frame it shifted slightly but I did have a random factor checked in the sprite window so that would explain it. If Vern says its okay I'l posted the project since he inspired part of the leaf Tinkering Gnome moneytree.mov
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Just looking at this image and what I remember of Fay's dress, I believe the clothes are different enough to keep people from confusing the two -- especially if the color schemes are different. All the same, if you intend to do a re-design, you can easily avoid great similarities. I'm glad to hear you're putting more time into this project. It's always hard, scraping together enough time to dedicate to work like this, but it's always a pleasure to see your updates. Nice image, also. You're really pushing the envelope on toon rendering in Hash.
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Against The Author, the War of the Worlds
PlJack replied to guernseyfreak's topic in Work In Progress / Sweatbox
I feel bad saying this, but I also feel it needs to be said. Back off on the flashies on your web site. I could not hang around long enough to read the web site content because the buttons and flashing images were driving me crazy. A complete distraction. The moving spheres on the first page do not warrant a Java load. From what content I did read the project it looks great. The models seemed very nice. Wish I could say more. Hope your endeavor goes as planed. -
Which part are you interested in? A:M->GBA palleted sprites? Coding for the ARM7? The hell that its sound to GBA? We basically searched for resource straight from google. The official NOA documentation is a big no no but there are some good groups out there that have basically reverse engineered the whole platform and opened it up to amateurs. First stop will probably be the HAM SDK which include an gcc arm compiler and some neato tools. I must warn you though, you either need to be a C++ coder or working VERY closely with one, this stuff isn't cake. There is no file system, which means all images/sounds/scripts must be converted to headers to be compiled directly into the flash. I love developing for it though, in fact the only reason we stopped in the first place is my buddy Guy took a job at Backbone Entertainment in Emeryville to do GBA programming (hence he can't do it outside of work). So if you are interested in doing a project, let me know! delaney@gsddevelopment.com. P.S. Love your work man! I'm a big pinup fan.
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Practice Chanter Needs a Bump(map)
fae_alba replied to fae_alba's topic in Work In Progress / Sweatbox
Here's a quick test. Close project...bring in bump map, set key color to not set, import chanter, apply image, increase percentage to 300%. -
If you blur a bump map, as Yves suggested, you will get a nicer result, but you should see bumps even if you don't. I think you still have a problem with the key color. If you apply a decal image that you haven't imported to the project, my experience is that the key color change doesn't have any effect on the decal . The solution is to close the project and reopen it. A better method that works for me is to import the image first, set the key color and then apply the image as a decal. The first image is an example of with your unmodified bump map and the second one is when the bump map is blured: