#Making Clouds?
12 messages in this thread
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
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.
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
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
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
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
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?
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
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.
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.
>>>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
Pawel,
Good point.
Doug.