Here's a paint I did for my girlfriends birthday. I painted her as a pin-up with her dogs and printed it in A1 and framed it for her. There's lots that I could do better on there, but I had to get it done pretty fast and this was the best I managed to achieve in the time frame. Thanks
And here the current WIPs, with the idea of a closer frame. I'm not sure about that framing since I like the little poro (and I search for another solution). Pattern 03 and 07 are my current choices for the tribal paintings. At the moment I like the very simple 03 most. Best Ayanor
Wouldn't it maybe be possible to do this on the PS3, but not in realtime? That they've scripted the scene in-game then just made the PS3 render it, captured the frames and strung them together. All the while expecting/presuming to be able to bring the time per frame down to something acceptable before the game actually…
What application? In Maya, use a Parent Constraint and set the targets as the scabbard and the hand - then you can keyframe the weight between each target to control what's driving it. In Max, use a Link Constraint, add the scabbard and hand as targets, and add key frame numbers then set the weight per frame.
The race engine dmo3 totally crashes my browsers (opera and firefox). the other one works fine. I'm using flash player 10 on a core2duo 2ghz on windows xp 64. If i were to blame something, I'd blame windows. Hate this 64 bit thing. So unstable
Just remember that high gravity environments would promote shorter, stockier frames (duh) but also faster reflexes (less time to hit the ground when you fall), whereas lower gravity environments would promote taller, more slender frames as well as actually SLOWER reflex times...
The glass on the table and the window frame look unlit and the fog is a bit too much. Also, the light that comes through the left window and hits the left wall doesnt have shadow for the full window frame, its just a rectangle of light instead of multiple smaller rectangles
In photoshop, make sure the frame delay in photoshop is set to 0.06s, anything lower and it wont play at the right speed in the browser. There should be a way to change that pretty easily for all frames. .06s is about 17 FPS. So if you render out the animation at that speed, it will match.
Solved this with a solution suggested by my colleague. 7 rows of python code was all it took. I'm pretty much querying every frame in my range for it's value. Then creating new indexes with colors and positions in a ramp node. I.e. keyframe value = color and frame = position.
Thanks for the reply AGoodFella. Unfortunately I can't really cut it down in time as I am working to a brief for university and it has to be this long (20sec). I'm not looking for frame to frame feedback (although I wouldn't complain) but your advice on the "jank" (unfamiliar with that term, jerky?).