Found 46 posts.
Search results Show results as topic list.
Technical Discussion » Mouse locking up
- mta
- 47 posts
- Offline
this may or may not help - USB devices use some cpu cycles and if it's noticeable it's when the cpu is under load. for example a USB ADSL modem may lose the connection when the CPU is being hammered. if you have one of the USB->PS/2 adapters that come with most mice try that…
Technical Discussion » Mouse locking up
- mta
- 47 posts
- Offline
this may or may not help - USB devices use some cpu cycles and if it's noticeable it's when the cpu is under load. for example a USB ADSL modem may lose the connection when the CPU is being hammered. if you have one of the USB->PS/2 adapters that come with most mice try that…
Technical Discussion » Houdini Select and Kaydara Motionbuilder
- mta
- 47 posts
- Offline
Technical Discussion » Deformed Viewport!
- mta
- 47 posts
- Offline
i've had this problem in Maya…. i was zoomed way too close.. i.e. my objects weren't big enough. only thing i would think to check is the FOV being some crazy value?
Technical Discussion » Rigging a cartoon character for squash & stretch?
- mta
- 47 posts
- Offline
thanks arctor, i always thought of bones being a fixed shape like a skeletal bone. it sounds like it wont be easy - but possible, so that helps, cheers
Houdini Lounge » Help with files..
- mta
- 47 posts
- Offline
Technical Discussion » Rigging a cartoon character for squash & stretch?
- mta
- 47 posts
- Offline
Hi all, I am modelling a basic character, with the intention of creating a basic rig and doing some basic animation.
from what ive seen of rigging, it seems impossible to set a character up so I can squash and stretch, and other traditional animation concepts?
i mean if you have an arm rig you cant just stretch the bones, right?
is there something i should be considering before embarking on the rigging project? just looking for basic ideas for now, i havent done much rigging yet..
i dont think its worth animating this character if his shape stays constant.
from what ive seen of rigging, it seems impossible to set a character up so I can squash and stretch, and other traditional animation concepts?
i mean if you have an arm rig you cant just stretch the bones, right?
is there something i should be considering before embarking on the rigging project? just looking for basic ideas for now, i havent done much rigging yet..
i dont think its worth animating this character if his shape stays constant.
Technical Discussion » Network rendering 6.1.175 Apprentice NC (Windows)
- mta
- 47 posts
- Offline
Technical Discussion » cell shading, ink outline?
- mta
- 47 posts
- Offline
hi Carlos, i tried the shader and it didnt render initially because of my default primitive geometry (worked on subd and nurbs though).
nice effect… i like the graduated blend between highlight and diffuse colour, looks like it will be possible to get a nice cartoony 3d look rather than straight cell look, which is what im aiming for.
cheers
nice effect… i like the graduated blend between highlight and diffuse colour, looks like it will be possible to get a nice cartoony 3d look rather than straight cell look, which is what im aiming for.
cheers
Technical Discussion » cell shading, ink outline?
- mta
- 47 posts
- Offline
Technical Discussion » cell shading, ink outline?
- mta
- 47 posts
- Offline
wren output seems pretty rough so i used a blur on that when composing, and overall i like the results.
Im not sure if the boxes should have all their edges inked? i tried to get that look, but no luck, what should i do about that, if anything? the answer may be in wren but ive tried the options, and found very little info on it, unsure where to go from here. level of detail seems to do nothing..
Im not sure if the boxes should have all their edges inked? i tried to get that look, but no luck, what should i do about that, if anything? the answer may be in wren but ive tried the options, and found very little info on it, unsure where to go from here. level of detail seems to do nothing..
Technical Discussion » cell shading, ink outline?
- mta
- 47 posts
- Offline
Technical Discussion » cell shading, ink outline?
- mta
- 47 posts
- Offline
i get about 100 lines similar to this when i do the wren render
Unknown command: ray_dbound
Unknown command: ray_raytrace
Unknown command: ray_quit
i'll check my paths and all that… thanks talkien
Unknown command: ray_dbound
Unknown command: ray_raytrace
Unknown command: ray_quit
i'll check my paths and all that… thanks talkien
Technical Discussion » cell shading, ink outline?
- mta
- 47 posts
- Offline
I set the render in outputs to wren, and chose some options, but nothing happens! nothing is produced from rendering. as far as i can see it should work, but cant find any documentation :cry:
Technical Discussion » cell shading, ink outline?
- mta
- 47 posts
- Offline
Technical Discussion » cell shading, ink outline?
- mta
- 47 posts
- Offline
Hi all, the Cartoon SHOP and two-toned VEX look good for cell shading, but is there a way to get the ink outlines also? i thought i was clever looking for a contour shader for the camera but there doesn't appear to be anything like that
Technical Discussion » v_BLurshadow renders very slow.
- mta
- 47 posts
- Offline
sorry to bump an old post but that's such a good solution, nice shadows and it's fast, thanks.
Houdini Lounge » Intentions of the Creators of the Apprentice Version
- mta
- 47 posts
- Offline
Houdini Select is very well priced, it costs less than Maya Complete. Select + Halo is cheaper than XSI. I wouldn't imagine it would take too many freelance contracts to recoup that investment.
It seems there is then a gap in the pricing, with Master costing $17,000 - that's a huge extra expense for character tools if that's all you wanted from it (unless you are a studio . I know I wouldnt seriously use the RIB/renderman stuff. Anyway I believe Escape is designed to fill this gap.
It seems there is then a gap in the pricing, with Master costing $17,000 - that's a huge extra expense for character tools if that's all you wanted from it (unless you are a studio . I know I wouldnt seriously use the RIB/renderman stuff. Anyway I believe Escape is designed to fill this gap.
Technical Discussion » Nurbs Workflow for Creating Branching Objects, (i.e. human )
- mta
- 47 posts
- Offline
progress, but the same bridge SOP that made the tube work generates this on some real geometry
the round shape is a revolve, i first added a primitive SOP to that and rotated the seam away from where i trimmed.. this is the best looking i could get the bridge, tried many combinations of changes. i thought of trying a reverse on the outer spline in the bridge but this didnt help. it's probably something simple causing this but im out of ideas.
the round shape is a revolve, i first added a primitive SOP to that and rotated the seam away from where i trimmed.. this is the best looking i could get the bridge, tried many combinations of changes. i thought of trying a reverse on the outer spline in the bridge but this didnt help. it's probably something simple causing this but im out of ideas.
Technical Discussion » Nurbs Workflow for Creating Branching Objects, (i.e. human )
- mta
- 47 posts
- Offline
After reading Shannon's post I remembered I also had to do the 2 carves on the tube, sorry for any confusion.
-
- Quick Links