Hey Mirko!
clean off that dusty old CRT. Those 4k textures will look nice and pretty.
Search found 16 matches
- 11 Dec 2013, 17:32
- Forum: Materials & Shaders
- Topic: viewport textures resolution
- Replies: 3
- Views: 1618
- 03 Dec 2013, 18:11
- Forum: Rendering
- Topic: Rendering jobs with Softimage and Deadline
- Replies: 4
- Views: 2354
Re: Rendering jobs with Softimage and Deadline
Sweeeet. Glad you got it figured out. Tech support at Thinkbox is super helpful too. Even with just a demo license, they try to help out as much as the can. within reason obviously. In my experience, managing a render farm is more of an artform than a science. Achieving fast, efficient renders won't...
- 02 Dec 2013, 16:08
- Forum: Rendering
- Topic: Rendering jobs with Softimage and Deadline
- Replies: 4
- Views: 2354
Re: Rendering jobs with Softimage and Deadline
Hi, I'm somewhat familiar with deadline. But I'm not quite understanding the problem your having. How are you submitting your renders? From within deadline, or through SI with the submission script? I'm fairly certain you need to map the network drive. So that the shared machine a drive is seen as a...
- 28 Nov 2013, 04:37
- Forum: Rigging & Face Robot
- Topic: null slide on curve
- Replies: 10
- Views: 2310
Re: null slide on curve
I think its function is slightly vague, or maybe I'm just not understanding correctly. Specifics on how it would be utilized would help dictate a method IMO
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Either way, sometimes you just have to keep things simple... here's my take ;)
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Either way, sometimes you just have to keep things simple... here's my take ;)
- 03 Apr 2013, 19:59
- Forum: Rigging & Face Robot
- Topic: Easier workflow for synoptics?
- Replies: 9
- Views: 1861
Re: Easier workflow for synoptics?
np, reading the script hurts my eyes, but It works I suppose - however non-elegant it is ;)
- 02 Apr 2013, 21:05
- Forum: Rigging & Face Robot
- Topic: Easier workflow for synoptics?
- Replies: 9
- Views: 1861
Re: Easier workflow for synoptics?
this is the code I used to create the synoptic script in that video. It's very basic, something I wrote really fast, I'm sure it could be spruced up a bit, but it works great for my needs. # Gets the name of all the Selected Controllers and adds the "SynopticSelect" function to it oXSI = A...
- 01 Jan 2013, 03:43
- Forum: Rigging & Face Robot
- Topic: Stretchy IK in ICE and my Global_SRT cntrl
- Replies: 16
- Views: 2134
Re: Stretchy IK in ICE and my Global_SRT cntrl
np, sometimes the math is so obvious and in front of you that you miss it completely. The new joint length, divided by the original joint length gives you the multiplier (scale)
Best!
Best!
- 30 Dec 2012, 02:08
- Forum: Rigging & Face Robot
- Topic: Stretchy IK in ICE and my Global_SRT cntrl
- Replies: 16
- Views: 2134
Re: Stretchy IK in ICE and my Global_SRT cntrl
replace the point and orient constraint with a pose constraint, and remove the scale constraint on the measure nulls. so the chain is being effected by the scale again on the "pelvis" cntrl. Then in ICE tree, instead of having to divide the joint length by the Global_SRT's scale. simply di...
- 24 Jan 2011, 21:05
- Forum: Rigging & Face Robot
- Topic: tutorial: FK IK Switch
- Replies: 2
- Views: 1358
Re: tutorial: FK IK Switch
no problem, just remember to not set position keys on the bones themselves. that can get ugly quick. And as always, envelope the mesh to nulls that are constrained to the bones. Doing so will alleviate the need (for the most part) of needing individual FK controllers to control individual FK bones. ...
- 24 Jan 2011, 17:45
- Forum: Rigging & Face Robot
- Topic: tutorial: FK IK Switch
- Replies: 2
- Views: 1358
tutorial: FK IK Switch
Hey Guys. I just posted a quick vid showing how to setup an FK IK switch using the built in blending features. long ago are the days of creating three separate joint chains. tutorial: FK IK Switch the Idea is to animate using the IK controllers while also keying bone rotations. then, blend to FK and...
- 09 Feb 2010, 20:09
- Forum: Community Animation Project
- Topic: just to keep you informed on the C.A.P
- Replies: 19
- Views: 11567
Re: just to keep you informed on the C.A.P
did somebody say Mutiny? I think we're in need of some dedicated project managers. People who have experience babying a project along from start to finish, and somebody who isn't going to disappear after a few months leaving everyone leaderless. I'm an animator with prod. experience from modeling to...
- 22 Dec 2009, 18:33
- Forum: Community Animation Project
- Topic: just to keep you informed on the C.A.P
- Replies: 19
- Views: 11567
Re: just to keep you informed on the C.A.P
yes, a project status update would be nice. Has the story/characters/concept been developed yet? or is that still in the air?
- 06 Dec 2009, 20:33
- Forum: Legacy CAP archive
- Topic: [ARCHIVED]CAP Concept -One Character-
- Replies: 6
- Views: 7994
Re: 2009/10 CAP Concept -One Character-
I really like that idea Opentarget! I picture a couch-locked, alcoholic, washed-up "Count Choccula" type vampire, struggling to find self-worth.
- 30 Nov 2009, 18:44
- Forum: Legacy CAP archive
- Topic: [ARCHIVED]CAP - getting things rolling!
- Replies: 35
- Views: 17256
Re: Community Animation Project - getting things rolling!
Count me in, I'm an animator, but can rig and render as well.
- 30 Nov 2009, 18:42
- Forum: Legacy CAP archive
- Topic: [ARCHIVED]CAP Concept -3 words-
- Replies: 10
- Views: 7994
Re: 2009/10 CAP Concept -3 words-
Blind, Clumsy, Adventurous
- 30 Nov 2009, 18:40
- Forum: Legacy CAP archive
- Topic: [ARCHIVED]CAP Concept -One Character-
- Replies: 6
- Views: 7994
Re: 2009/10 CAP Concept -One Character-
a blind mail carrier