lil' animation render

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  08 August 2003
lil' animation render

Hey ya!

first post on this forum

Since people want to see more studio renders - nothing special though: rendered in studio 9b using one area light, a camera color gradient and monte carlo
with default settings. 33 minutes for 19 frames on a Athlon XP 1500+.

  08 August 2003
sorry, here's the full clicky link:

  08 August 2003
Looking good. Can you post a bigger still of one of the frames? Like to see closer the render quality of Messiah renders. Thanks.
  08 August 2003

here are 2 frames at a higher resolution, still the same settings

  08 August 2003

Nice animation and lighting!

How is your 'droid set up? IK without bones? Just curious, as I think I'm going to be animating some robots in messiah in the near future, and want to see how you did it.

Thanks for any info!

  08 August 2003
Thanks Rick

hehe, in fact this is a scene that I set up in project:messiah 1.57 way back now - actually there are no bones, just seperate bodyparts in a hierarchy, there are some control elements for the feet and all the rest is directly controlled on the bodyparts, with some expressions and FK for the arms, means I directly animated the bodypart except for the feet... But I intend to redo the setup, and now I think that I will go with bones and metaeffectors, its somewhat easier since you can keep the whole character on one layer and seperate the elements with the effectors.

BTW, the backlight is actually faked with a gradient - works nice

  08 August 2003
cool looking render. What's monte carlo? Is it like radiosity?
  08 August 2003
nice character.
Quote: Monte Carlo radiosity algorithms are radiosity algorithms in which the radiosity integral equation or system of linear equations is solved using Monte Carlo random walk techniques. Since explicit form factor computation and storage is completely avoided in Monte Carlo radiosity algorithms, these algorithms are more reliable and require significantly less storage than other radiosity algorithms, making it feasible to render much more complex scenes.
  01 January 2006
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