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brake

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About brake

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  1. I'll venture out and mention that, before fixing any of your edits, you need to work on polishing your animation and framing for your projects. Some parts that stick out for me are the iMac piece. It slowly drifts through screen throughout and never really holds on any kind of appealing composition. Day/Night/Gears, you're really trying to get to that lockup quick with the gears, but its really jarring how suddenly they stop. There are also some very jarring camera moves with the car on the bridge. Not sure if its due to time remapping, but it sticks out none the less. These three examples can be found on most other parts of your reel to varying degree. Some really good animation that holds in an appealing composition can go a long way.
  2. Add Natl.tv to the chopping block. Not sure on the details.
  3. I wasn't directly on the project, but from what I remember seeing. the facing ratio was basically to create levels of shading a la a toon shader ( shadow, color, highlight) then specific passes of shaders were dumped for texutre to stick to the model which were then masked by the facing ratio passes. Hope that makes sense. There was definitely a skilled hand on the compositing end of things to get it where it ended up.
  4. Its standard maya shader nodes with a few facing ratio / normal passes and some compositing. I was sitting next to the dude that was setting it up.
  5. I've done FBX MAX to C4D so there's an option as well. Alembic if you are up to R14.
  6. Wow, that embeds pretty stupidly. h.t.t.p://w.w.w.gorilla*pill.net/FTP/jing/DUIK_01.swf h.t.t.p://w.w.w.gorilla*pill.net/FTP/jing/Duik_2.swf
  7. To simply attach to the body, you can take the 'hip bones' and 'shoulder bones' you created with DuiK and link them to the body. Actually, I'll just do a quick vid here, easier than typing. The first bit I'm sure you've already done with setting up the IK, further in you can see how to link things up for the rest. http://www.gorillapill.net/FTP/jing/DUIK_01.swf http://www.gorillapill.net/FTP/jing/Duik_2.swf
  8. You're right, animating it by hand will not look natural, it will look appealing and better than reality if you do it right.
  9. Yeah, doing that manually for a lot of objects is tedious at best. I'm now looking into having a buddy write some python to cycle through everything and translate those useless yellow keys to a keyed display tag. I just assumed for as long as this problem as been around ( http://mograph.net/board/index.php?showtopic=20757 ) that someone might have already gone through this process.
  10. I'm actually fairly impressed about how well fbx performs from maya > c4d now a days. There is just one that that is KILLING me. I do a lot of visibility keys for switching out elements and I'm finding I have to go in and redo all these keys in C4D after FBX'ing. Thing is, there are definitely 'yellow' keys on the "Visible in Renderer" attribute of the objects fbx'd over from maya. Unfortuantely these keys seem to only show up in the dope sheet and seem to have no real effect. Actually they are only set to "On" when I click on the actual key in the dope sheet and check the attribs. So even though I have on and off set in maya, all keys say "on". But as previous stated, these keys don't seem to have any real effect at all. Now I'm assuming this is just some odd translation error. The Visible in Renderer dropdown in c4d seems to be an array of 3 vs maya's 2. ( Default, On, Off vs On, Off ). Just wondering if anyone's come across this and knows of some kind of script that can fix this, or if my FBX out options are wrong. In a perfect world the keys could come across and affect both visibility in renderer and viewport.
  11. I'm actually fairly impressed about how well fbx performs from maya > c4d now a days. There is just one that that is KILLING me. I do a lot of visibility keys for switching out elements and I'm finding I have to go in and redo all these keys in C4D after FBX'ing. Thing is, there are definitely 'yellow' keys on the "Visible in Renderer" attribute of the objects fbx'd over from maya. Unfortuantely these keys seem to only show up in the dope sheet and seem to have no real effect. Actually they are only set to "On" when I click on the actual key in the dope sheet and check the attribs. So even though I have on and off set in maya, all keys say "on". But as previous stated, these keys don't seem to have any real effect at all. Now I'm assuming this is just some odd translation error. The Visible in Renderer dropdown in c4d seems to be an array of 3 vs maya's 2. ( Default, On, Off vs On, Off ). Just wondering if anyone's come across this and knows of some kind of script that can fix this, or if my FBX out options are wrong. In a perfect world the keys could come across and affect both visibility in renderer and viewport.
  12. Superfad LA is officially closed. Not sure about NY or Seattle.
  13. I just added that in addition to being able to split up any arrayed property, not just position.
  14. Speed is the rate of change, influence is a falloff of that rate to the next key's rate. Use the value graph and save yourself some headaches.
  15. Do you need to bake lighting? If the model you downloaded is UV'd properly and doesn't have procedural textures on it you should be able to apply the same maps in cinema. I'd recommend exporting FBX though as it will retain your UV's. I'm not sure if OBJ's do. If you have R14 you might want to try alembic exports from max. I think there is a free plugin. http://www.awn.com/news/technology/digital-frontier-releases-alembic-3ds-max Haven't tested that one though, only the Exocortex pay to play plugin.
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