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Hash, Inc. - Animation:Master

robcat2075

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robcat2075 last won the day on April 6

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Profile Information

  • 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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robcat2075's Achievements

Animation:Master

Animation:Master (10/10)

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  1. We can do that! Now with more leg... KiltWalk18b.mp4
  2. Today at Live Answer Time we tried all the wrong ways to put a skirt on someone, then we did it the right way... simcloth! KiltWalk18.mp4 @Roger
  3. Would you believe... you can get live answers to your A:M questions at Live Answer Time, at Noon CDT Saturday April 13, 2024. Don "Get Smart" Adams was born on this day in 1923. Don Adams was also the voice of Tennessee Tuxedo!
  4. A modern render of my 20-years-ago Showdown entry, now with lighted dance floor!
  5. BTW, Steffen's page documenting the settings in Transfer_AW can be found... http://www.sgross.com/plugins/plugin24/index.html
  6. Look at this fabulously flexible result of rigging a face with the Transfer_AW plugin. Steve @Shelton modeled this great character (right) and then we pulled out a lo-res version (left) with just enough splines to cover the essential landmarks of the face. We rigged and CP-weighted that with some minimal bones for the jaw and lip corners and then used Transfer_AW to interpolate that lo-res rig to the hi-res mesh. It would need some further fine-tuning but this is a huge time saver for rigging a face. TAW Hans.mp4
  7. As I dimly understand it... Z-buffered lighting works by rendering a depth map from the viewpoint of the light. Every pixel of that map is really a number that is the distance from the light to the surface point that pixel lands on. then when the real camera image is being rendered, every pixel is checked to see if the surface point it lands on is farther from the light than that same surface point is in the depth map. If it is farther, then that means some other surface is in front of it from the light's point of view and it must be in shadow and should not get the light's intensity added to it's surface color. Apparently this is usually faster than computing an actual ray form teh camera to the light. So why can't this process accommodate the Boolean cutter? I dont' know, but it doesn't.
  8. A modern render of this Showdown entry, now with lighting, atmosphere and sound...
  9. A forum member has posed this problem... LightSource.prj That is the correct behavior. Only ray-traced lights can accurately account for the shadowing created by boolean cutters. So, with the box as a boolean cutter, the sphere is completely "cut" and casts no shadow from the ray-traced light. The z-buffered light can not handle that complex situation, so even though the box cuts the sphere from the camera's view, the z-buffered light still sees it and a shadow is cast. Interesting way to get a shadow-only pass! I shall remember that!
  10. Here is the full program that puts him in context. Yup, he still screams a lot.
  11. Thanks, Roger and Gerald! I hope I can be helpful for a while longer!
  12. Beautiful, Myron! Thanks!
  13. You don't really need to download a new install if you already had A:M installed. delete the expired master0.lic file from the AM folder of your expired AM, then run it and it will prompt you for your new key
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