KenH Posted April 26, 2005 Posted April 26, 2005 I'm attaching a tga with a premade "dirt alpha". It's basically a black canvas and then in the alpha I drew white areas to make the black show through. In the animation, are those decals jpgs? If so, they may need the key colour (makes black invisible) reset. You can do this in the properties of the image. Though, it looks like the blue is the camera background colour.... dirt.zip Quote
agep Posted April 26, 2005 Author Posted April 26, 2005 Thanks for your help Ken, I appreciate it very much *The decals are targas, but they do not contain any black, just blue and yellow (I know about the keycolor option in v11.1, but I cant seem to find it in v12?) *The camera background color is black... I'll try to remove the material on the top to see if it gets any better, and I'll let you know *EDIT* I've discovered that the reflectivity (was set to 10%) in the material creates the artifact Quote
Admin Rodney Posted April 27, 2005 Admin Posted April 27, 2005 Stian, I want one of those! It's been facinating watching you put this ROV together. Seeing a project come together in this fashion is exactly what we as A:M Users could hope for in a WIP. Thanks! Quote
martin Posted April 27, 2005 Posted April 27, 2005 The volumetric lights have banding when they're partially blocked because the number of samples have been reduced. Increase the value of the volumetric "quality" setting. (Make sure that you add that reflectivity error to A:M Reports.) Quote
agep Posted April 27, 2005 Author Posted April 27, 2005 Thanks for the comments Updated the animation: *The quality on the volumetric is updated (not enough though) *The reflectivity that caused the artifact is removed (and reported) *Rendered the animation in VGA res. About the render: -rendertime pr frame (vga). 2:30 -frames: 150 -total rendertime: 6hr30min Animation .wmv 2.7MB .mov 4.6MB Quote
Mr. Jaqe Posted April 27, 2005 Posted April 27, 2005 wow! A bit stiff movement, but what do I know about ROV's? Jaqe: I`m making this for my brother (he is an ROV pilot) Wish I was your brother... Quote
KenH Posted April 27, 2005 Posted April 27, 2005 It seems to jump a tiny bit forward about half way through. Also, some weed movement would really sell this. Good work. Quote
seven Posted April 27, 2005 Posted April 27, 2005 Nice yes... very good modeling and animating. But I think... The grass a bit stiff does not move - not influenced of the ROV. Lot of planktons in the water! too much? You are looking on the planktons - not the ROV. Quote
agep Posted April 27, 2005 Author Posted April 27, 2005 It seems to jump a tiny bit forward about half way through. Also, some weed movement would really sell this. Good work. The little jump i caused by a missing frame (there is actually two missing frames on separate places), thats because A:M chrashed on those frames (don't know why), and I had to render without them. About the movement; it is pretty bad, I know. I just made a path and applied the ROV to it. I was very anxious to just make the test I will do a little research to find out how the ROV actually behave, and I will also make some action for the thrusters (they stand still i the animation) And there is one major thing more to do, and that is the cable. There is supposed to be a cable attached on the top of the ROV (the hole behind the top thrusters), The cable will go up to the surface and are attached to a boat or something. But I have no clue what so ever how to rig that Quote
agep Posted April 29, 2005 Author Posted April 29, 2005 Here is a tiny update. Have tried to add dirtmaps on it as a test. I also Would like some help or suggestion on how to make (rig) the cable. The ROV get its signal through a cabel. The cable is attached on a boat or something on the surface. 25 multipass 800*600 res 5hr (!!!) Quote
agep Posted April 29, 2005 Author Posted April 29, 2005 sketch of the cable. pls help Regards Stian Quote
Mr. Jaqe Posted April 29, 2005 Posted April 29, 2005 Try to find the chain constraint-thingy that Rodney or jon or someone smart posted. It looks like a perfect solution for your cable. Quote
bentothemax Posted April 30, 2005 Posted April 30, 2005 That really looks great . . . the ROV and the sketch looking forward to more Quote
agep Posted April 30, 2005 Author Posted April 30, 2005 I think I have managed the cable problem (thanks to Chris Thom's chain). Her is an little test. the last bone on the cable has dynamic constraint (target set to the little box). the box is an individual model. There are some collision issues that I need to get rid of, and some setting adjustment to simulate the behavior in water a bit better cable_Custom.mov Quote
KenH Posted April 30, 2005 Posted April 30, 2005 Looks good! Shame about the intersecting....I guess that's into the cloth area. Quote
Zaryin Posted April 30, 2005 Posted April 30, 2005 Yeah, if you could figure out how to fix that intersection you'll have something real great there. Quote
entity Posted April 30, 2005 Posted April 30, 2005 FORCES!!!!!!!!!!!!!! The vehicle could have forces translated to it... and I'd use forces that slightly sway or rock with the rythm of ocean waves... that would make the hose react as if under water. Quote
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