sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

Lights and constraints


Recommended Posts

I'm trying to resolve the lighting on my dancing figures.

Initially I constrained the lights to the nody null so they would follow the figure around,

That made the lights look too kinetic.

Then constrained them to aim at a null and asnimated that to follow the figures ( hand keyed on the null )

but that appears to lead to unwanted overlaps or underlaps

 

Can anyone suggest a suitable method ?

What I am after is a stage show type effect with each character being lit be a follow spot.

 

At present there are seven sets of two lights , one for each figure, and I am keying them on and off at suitable points.

Any help gratefully received

simon

Link to comment
Share on other sites

  • Hash Fellow

Then constrained them to aim at a null and asnimated that to follow the figures ( hand keyed on the null )

but that appears to lead to unwanted overlaps or underlaps

 

 

overlaps and underlaps? You mean he's getting out of the light?

Link to comment
Share on other sites

  • Hash Fellow

I think manually animating a target to generally follow the character is the right plan.

 

Generally, the wider you make the light the less closely it will have to track him and the narrower you make the light the more it will need to track him exactly. It's a trade-off in priorities.

Link to comment
Share on other sites

  • Hash Fellow

An untested notion I'm thinking of would be to have two or more targets constrained to the character but lagged by positive and negative amounts and then partially constraining the light to follow each one.

 

This might get a sort of averaging effect that would generally follow the character without doing so exactly.

 

Haven't tried it, however.

Link to comment
Share on other sites

  • Hash Fellow

Two more untested, not simple, ideas...

 

-Constraint the light to follow the object, then bake it. Look at the curves and delete the keyframes that are just creating brief small motions and leave in the ones that are carrying the light over a substantial distance.

 

-It may possible to create expressions that test to see if the target has moved some minimum distance before following it.

Link to comment
Share on other sites

Two more untested, not simple, ideas...

 

-Constraint the light to follow the object, then bake it. Look at the curves and delete the keyframes that are just creating brief small motions and leave in the ones that are carrying the light over a substantial distance.

 

-It may possible to create expressions that test to see if the target has moved some minimum distance before following it.

 

...or use "Reduce..." by rightclicking on each channel of the movements in the PWS (for instance Transform.Translate.X, Transform.Translate.Y and Transform.Translate.Z)

You do not have to do it manually that way.

 

See you

*Fuchur*

  • ____ 1
Link to comment
Share on other sites

Working in V17g, trying to get the lighting done, have encountered an odd problem.

 

One light seems to cancel out the other falling on a suface.

There are two active lights in the scenes both cast shadows and appear on the floor plane,

Both show up on the skirting boardsbut,

only one shows up on the wall.

If I turn off one light, the other shows up on the wall,

and vice versa,

but both together, the light fall on the wall is missing ?

 

Bert on.png

The light on the bear is active

 

 

Charlie On.png

The light on the Boy is active

 

Both lights are active

Both on.png

 

Can anyone kindly suggest what the problem might be and how to correct it ?

simon

 

 

Link to comment
Share on other sites

In the rendersettings if you activate "Toon Render" you can click on "Override Shading". After activating that the method is asked and there you can choose the option "Toon with multiple lights".

 

See you

*Fuchur*

Link to comment
Share on other sites

Join the conversation

You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...