CompuServe Thread

#Making Clouds?

12 messages in this thread
#1265From: Christopher HoffmanOct 17, 1994 3:41 PM
I just received my copy of Animation:Master… And being a two week old user (Not my age <G>, rather the length I've been using A:M)… I am boggled… Can anyone tell me if the training videos go in-depth into some of the more technical aspects of direction, materials, and such…?? Like Breanna, I too wish to create some of those wonderful backgrounds, and experiment with focal lengths, mists and the like… For instance, I read the pertinent parts of the manuals and have a specific question concerning backgrounds. Do I understand that backdrops can only be used if the camera stays stationary and nothing is done with focals and such? What if I want to Pan & Zoom? And what about all this business about cookiecut, environment maps… Perhaps I'm stepping way out on that virtual limb, but I cannot visualize some of the items they try to explain in the book… Perhaps the BBS has more in-depth knowledge into this… Can anyone tell me if this is true? Being an Animation virgin… any help, explanations, tips, tricks, Godsends would be greatly appreciated… Heck I just may name my first born after you… <G>! Dazed & Confused… But having a Hell of a good time doing it… Christopher
#1279From: Steve/HASH, Inc.Oct 18, 1994 4:38 PM
Chris, glad you are having a good time! The training tapes do go into decaling somewhat, but not as much as many of our users would like… we are working on a new tape that will cover some of the more in depth aspects of A:M… backgrounds are usable with camera movement… and unfortunately the BBS doesn't contain more in depth info than here… Steve, Hash Inc.
#1284From: Christopher HoffmanOct 18, 1994 9:47 PM
Perhaps this is something that can be recommended for future upgrades and/or the BBS and here… I would greatly appreciate small tutorials on things that others have done… I realize that many people believe their art personnal and protect it with a passion… What I am looking for is possibly further in-depth explanations into the just touched on subjects, inluding: Ghosts (Why and how are they used?) Environment creation (Creating world scenes. Mostly interested in mist, sky…etc.) Cookiecut (What is this? The manual says how to do it, but not what it's for…) Enviroment maps (Is there a easier explanation for these?) Manual supplements would be nice for these things… I get the impression that the manual was written for those with moderate experience with Playmation or other animation software… I'm sure I'm forgetting all sorts of questions… But I guess experimentation is the better part of valor <G>. Does any one want to clue me in on some of these things…? Christopher
#1299From: Jim JonahOct 19, 1994 12:08 PM
Christopher, First of all, I would HIGHLY recommend the training tapes. They cover modeling and animation tips that not only show you how its done in A:M, but covering over into all 3D programs. This will be the best $55 you have every spent <G> ;). Stick with it, A:M is more powerful than people give it credit! Also, you will get good advice here on CIS, just ask! The best way I know how to learn a program is to have a self imposed project. Then ask question that have some detail so that others can jump in and help.<G> >>Ghosts (Why and how are they used?)<< As I understand it, the ghost is the point that will determine where your figure stands in the direction module. In other words, if you want your figure to follow path in direction, the part of your figure that follows the path is the ghost. This has some interesting possibilities, typically you would put a characters feet line up with the ghost, but you could put a character off to the side of your ghost and have the ghosts path (in direction) aline with another characters path, the two would follow each other perfectly! >> Environment creation (Creating world scenes. Mostly interested in mist, sky…etc.)<< Haven't dived into this yet, but the Balls & Blocks animation on the demo tapes has convincing clouds and sky, so it must be possible!<G> >> Cookiecut (What is this? The manual says how to do it, but not what it's for…) Again, haven't dived in deep enough to see the diffence between that and transparency mapping, but it does sound like a excellent feature that I will put to use in the near future! >> Enviroment maps (Is there a easier explanation for these?) The visual clue to a chrome object is what it reflects. By allowing you to map a picture to an object reduces the klutter of having to have objects on the stage, but out of the cameras view just so that objects in the cameras view can reflect the object. The assign environmental maps on an object by object is a feature not all 3D programs have. This can be very useful! Hope this helps! Jim Jonah
#1323From: Kevin ClarkOct 20, 1994 10:40 AM
Another good use of the ghost is as a substitute, or stand-in. To explain – I have characters in my work that sometimes hold objects in their hands ( a cup, a weapon, etc.). Instead of creating multiple versions of these characters, I simply create the 'base' character with a ghost in its hand. Then, when it needs an object in hand, I simply edit the .FIG to change the ghost to the object. The best reason for doing this is, I can use the .SKE and .MOR files regardless of what is in the hand. -Kevin
#1326From: Jim JonahOct 20, 1994 12:46 PM
Kevin, Thanks!! That tip will be very useful in the future! I'm sure there are other cool uses, but since I am fairly new to A:M, I haven't stumbled on them yet. One thing I am experimenting with is offsetting the figure from the ghost. What I am trying to do is have a moon orbit the earth. The moons' axis it at a 23 degree angle and it is rotating at a different rate than it is orbiting the earth. The moons rotation is a .ske. For the orbit I was just using the figure channel in direction. The problem I am having is keeping the moons Y axis always 23 degree to the left, no matter where in the orbit it is, and from all camera angles. Any ideas on this one? Thanks, in advance! Jim Jonah
#1307From: Steve/HASH, Inc.Oct 19, 1994 4:38 PM
Boy Chris that's quite a list! Let's wait and see what other users have to say… BTW always feel free to call and chat about various topics if you desire. Steve, Hash Inc. Also is this the same Chris at Spectrum Holobyte?
#1334From: Christopher HoffmanOct 20, 1994 8:23 PM
Nope, I work at CompuServe… Systems Software processing… We talked on-line before I bought A:M… And actually I talked to you on the phone, when I ordered A:M… Jim Johah, gave me some quick pointers on some of the questions… I'll be trying these out this weekend… My girlfriend is going to disown me… First she's a football widow, now she's an animation widow… <BG> Christopher
#1354From: Steve/HASH, Inc.Oct 23, 1994 12:19 PM
Ahhh… Gotta figure out a way to keep all my users straight! Index cards with personal notes or something! <BG> I tottally understand the "widow" part! My wife has been a computer widow for years! Take care. Steve, Hash Inc.
#1348From: Douglas C. FerrinOct 23, 1994 12:43 AM
Christopher, Making good landscapes is quite easy; make a grid, select points and pull them up and down to form hills and mountains. Use haze to add excellent distance effects. I've managed to get astonishingly photographic landscapes with remarkably few control points (by the way, the fewer control points you use, the faster your render time). I too have found the manuel frustrating; but calling them or leaving a message here will clear up most mysteries very quickly. Skin is tricky; what one must do is build a segment, then cut it up to get it to skin. The new two segments MUST have the same shape at the end where they match up. Good luck. Doug.
#1352From: Pawel BodytkoOct 23, 1994 11:04 AM
>>>The new two segments MUST have the same shape at the end where they match up. Doug, Don't forget to add that the splines _MUST_ continue from one segment to the other… A little detail that is never mentioned in the manual and can ensure you with endless hours of frustration… Pawel
#1366From: Douglas C. FerrinOct 24, 1994 4:11 PM
Pawel, Good point. Doug.