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Hash, Inc. - Animation:Master

robcat2075

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About robcat2075

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  • Name
    Robert Holmén
  • Status
    Moderator
  • Location
    Dallas, Texas

Previous Fields

  • A:M version
    current
  • Hardware Platform
    Windows
  • System Description
    Win 7 64-bit Q6600 2.4 GHz 8GBNVIDIA GT240
  • Self Assessment: Animation Skill
    Knowledgeable
  • Self Assessment: Modeling Skill
    Knowledgeable
  • Self Assessment: Rigging Skill
    Knowledgeable
  • Programmer
    NO

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  1. Yes, it is the latest official release. I keep v19.0 installed for when I run into a problem that is peculiar to v19.5. If you find something that doesn't work in v19.5 try it in v19.0 and let us know either way.
  2. Today at Live Answer Time we learned how to transfer a Pose from one model to another. Note: Late in the discussion we encountered the need to copy the edited CP weighting of one model into another. There is a menu item for that... Clone CP Weights: @ChuckGram @Roger
  3. I just noticed the give-away includes VUE itself, the landscape generator. That's a big deal. But I get a download that is an .xls file... a spreadsheet? Does one need MS Excel to use this?
  4. Get your show back on track with answers to your A:M questions at Live Answer Time at Noon CDT, Saturday May 11, 2024. Songwriter Irving "There's No Business Like Show Business" Berlin was born on this day in 1888.
  5. I have often wondered if particle emission rates are per patch or per group. Your test project is a good chance to examine this. First, however, I'll note that the two squares in the Chor are not quite equal. DenseMesh is about 100 cm across while SimpleMesh is about 150cm across then scaled down to 62%. Scaling an object will scale the particles it emits so that may explain why Simple has sharper corners than Dense... If I edit the squares so that both are 100 cm across and both 100% scaled in the chor, they are starting to look much more similar... The emission rate in the Sprite Emitter is set to "1000"... It's possible that is so high that an overload of sprites is masking any difference between the two results. I'm going to scale that value down by adjusting the Emission rate in the Sprite System. This value is always a percentage, not a count. Why are there two controls for... the same thing? It is possible to have more than one "Sprite Emitter" as children of the "Sprite System". For example a fire material might have a flame sprite, a smoke sprite and a spark sprite, each with its peculiar settings for many of the parameters we see in "Sprite Emitter". Having these percentage settings in the "Sprite System" lets us uniformly scale the whole effect without needing to edit each emitter. With the emission rates scaled down to 1% we can observe the sprites being born... Frame 0: Frame 5 Frame 10: Frame 15: Frame 20: Frame 25: Even though DenseMesh has 25 times more patches than SimpleMesh, both seem to be putting out an equal number of particles. This is the opposite of what I expected. I thought the number of particles would increase with the number of patches. I thought the lumpy result your original PRJ had for SimpleMesh was because it had fewer sprites to blend together, but it was really because they were scaled smaller and perhaps had less overlap among the sprites. Thanks for inquiring, Tom!
  6. Your original question... how to do these morphing clouds in the fashion of my more recent clouds made with noise combiners... I'll have to think about that more.
  7. there's a zip with a PRJ in this thread https://forums.hash.com/topic/41565-cloud-fly-thru/?do=findComment&comment=369290 A sprite needs to be custom designed for each shot to appropriately represent the light/darkness/shadow direction that matches the lighting in the scene, so the sprite in that PRJ will not necessarily work for another scene. I recall we did a Live Answer Time where we got a force to blow particles away from a shape:
  8. As a first gambit, recall this test from several years ago... Those clouds are modeled shapes that emit one layer of sprites on the first frame, which then live for the duration of the shot. The clouds could potentially be any shape. Since they are sprites one could add a force and turbulence that slowly blows then out of the sculpted shape. For getting into the shape, how about another shot with the force blowing in the opposite direction, then reversing the frames so that the sprites appear to arrive at the shape rather than leav it? Then edit the two renders together.
  9. MadFoxResplining.mp4
  10. I haven't tried it yet but try this... Delete all the poses and do a test render. Is the spline problem gone? If it is, reload, delete the poses one at a time and test render each version until the problem is gone. That will give a clue that a particular pose might be the problem.
  11. First, try pressing the space bar to force a redraw. Next... does this still happen if you put the character in a chor?
  12. You've turned The Killer Bean into The Little Dutch Boy! 😀
  13. It took 17 years but my Heavy Push has now surpassed 100,000 views on YouTube!
  14. If I invoke the export plugin from a model, that choice won't appear because there can only one model to export from a model. If i invoke that export plugin from a Choreography ( on the Chor in the PWS), that choice does appear because there can be many models in a Chor. Likewise for the choice to "Export all frames"; it is only relevant in a Chor.
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