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mankeroo

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About mankeroo

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  1. Heyas! I've been troubleshooting this problem all day and cannot for the life of me get any headway. Basically I'm noticing that After Effects ( AE CS4 ) is not interpreting my alpha channels from 3DStudio Max properly when the project is Linearized. I'm exporting non-linear 32bit EXRs (but I have tried multiple formats w/ the same results ). The goal is to get it to look just like it does in the MAX frame buffer, in AE - in a 32bit, LINEAR project. It looks fine when the project is not linearized. You'll also notice that the 100% opaque portions of the image remain constant whether the project is linearized or not, the way the transparent portions look is the only part that changes. If the project is linear and the EXR is premultiplied ( and interpreted as such, interpret as linear is also off... this workflow works great save for alphas ) the transparent portion is EXTREMELY overexposed... this makes no sense to me! Oddly enough Fusion 6 can load, and interpret this perfectly without any problems, so i'm convinced that AE CS4 is the culprit. Does anyone know whats happening and if there is any way around it? Any help would be tremendously appreciated! Thanks! click to enlarge a bit: ( please forgive the cgsociety.com cross-post )
  2. Hey all, I've always heard conflicting information about whats the minimum that needs to be done for an animation to adhere to broadcast safe colors for HD. On the lower end of the requirements it was merely clamping the levels at 235 in an 8bit comp. On the opposite end of the spectrum it involved using something like Test Gear 2 and the vectorscope to make sure the colors stay in between an invisible line drawn between the color nodes. Can anyone elaborate on their color safety workflows?
  3. Hey all, Reproducible 11.5 bug... "Seen by camera" in the Compositing tag, is not respected by rays passing through an object with an alpha. For instance... create a cube, and a plane. Have the plane intersecting the cube. Put a compositing tag on the cube and UNCHECK "Seen by Camera" - Then on the plane, apply a material - that has some sort of matte in the alpha channel ( a checkerboard for instance ). Render it, and you'll notice where the plane's material should be showing through to nothing ( because the cube is hidden from camera ) it is actually rendering the cube. This does not happen in R11. I cranked my ray depth too to make sure it wasn't anything like that either. Does anyone know of a way around this?
  4. Heyas, In CS3 i can make 2 positional keyframes moving a box across the screen. I can add an expression: posterizeTime(14); value; and it makes the box move across the screen steppy/stop motion like. However in CS4 this no longer has any effect whatsoever. I've discovered some alternate methodology for doing the same thing ( thank you chris kelley!) but I just want to know if this is broken for anyone else in CS4, or if I'm just lucky.
  5. Hey all, I've never done any film work, and one thing I have always wondered about were the way grain actually works on film... is there less or more of it in highlights and shadows or is it a uniform amount across the frame?
  6. I bought this... It is not inertia/key based unfortuneatly. You have to manually connect xpresso nodes on a per axis basis, and then manually key in coordinates in a From / To ( per axis ). That really limits its usefulness to me. Also, the inability to modify the amount of springyness w/ any sort of mass slider or something is a bummer as well. It's PURELY based on the distance traveled in X amt of time... you can't make the spring any more subtle. Here's hoping there is an update or an alternate plug created that will allow you to set multiple keys and choose the easing etc between keys, based on vector/velocity/intertia etc.
  7. EDIT: 2 seconds later, I find a solution: Use the constant node set to "string" and use the Math-Add-node to compose the sentences. Image here http://www.base80.com/xpresso-files/formul...ormuladuTUT.jpg ---- original post ---- I'm using the multiple Formula Deformers on a few differen't objects to give them a little life during a few holds. I futzed around with the numbers and eventually got something I like: Sin((u+(t/2))*2.0*pi)*0.01 on w/ YRadial and a size of 1000 on the 3 axis... The root of my looping problem I beleive is me dividing t (time?) by 2 to slow the pace of the wave motion, I do this at different values on different objects. if I leave it at just (t) it loops fine on even seconds in the timeline which is fine for me. So I guess my question is, is there anyway to control that t variable w/ something Keyable using user data and some Xpresso? I can't seem to figure out how to get access to that d(u,v,x,y,z) string within to change V to something else... if anyone has any ideas please let me know!
  8. One more SpringNull question - is there anyway to easily compensate for the offset that these nulls seem to introduce? I mean lets say I have an object that I've got moving into place at frame 20 and I want a subtle spring after it lands... so I put it under a spring null and everything is great, except for it offsets the starting position of animation - they land in the right place, but because the null seems to start at the apex of its spring it offsets at the start, and I'm just wondering if there is an easy way to counter that rather than manually adjusting my initial keys every time, depending on how much spring I want?
  9. EDIT: Interesting thing, when mapping the Global.Z of the springNull to the "To" of a SplineWrap, I needed to Divide by 100 before it got to the SplineWrap. It was reporting (using a Spy node) properly as say 52.323, but in the actual SplineWrap, it was setting the To to 5232.3 - bizarre, but compensated for... thanks again original post: This is awesome, you didn't have to do that, but thank you very much!
  10. I finally just started using these today - (been doing MAX jobs lately) - and I have one quick question.. is there anyway to use the SpringNull to add springy-ness to something thats not PSR like say the Offset on a SplineWrap?
  11. Thanks for the info all - we're just gonna make it at 59.94P and then if we hate the silky look down the line we can hose every other frame, and double.
  12. I should also add - whats the best way to work if we like the look of 30fps better than that silky smooth/video look of 60p? Would working and rendering at 29.97 then taking that final QT and frame doubling it to 59.94 be terrible or analogous to the look of 30fps animations?
  13. Heyas, Dumb question here, but I'm starting production on a project that needs to deliver 720p/59.9fps and I've read conflicting information about whether or not this is actually 60 frames/sec of progressive frames or 29.97 interlaced? I'm not sure which to go with, and I figured you guys might have some insight. thanks
  14. We've been using XP64 for 2 years w/ no problems and CS4 etc. I doubt IT will be upgrading us to 7 anytime soon :/
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