To the MAIN page for Ballet Pour Ma Fille
    Texture Notes:
    When applying a map on to something that is to be paper, such as  handwriting, I've found that using a diffuse map instead of a color map when the writing is black works well.  This way texturing the paper not covered by "ink" is easy and will match the back side of the paper object, since I never model a truly 2d sheet of paper, always giving it a back side.

    It works by making the diffuse color of the paper drop to practically nothing where your "black" ink/pencil marks are.  Simple.

    Animating an entire texture (it's positioning for example) can only be done if the material is not applied to a group in the model but instead to the entire model- then you need to drag and drop that shortcut into the action window to get at its attributes.

    Filming Problems:  Spline in-betweening of camera tracking moves often have the "backbump" action on them.  0-Slope interpolation can often fix this, but then you usually need to add another guide point to the keyframes to fix slow-in slow-out speed (the slope) of the pan to better mimic an analog move.  All this is best done in the Channels Window.
     
    Rendering problems: 
    AM fails to focal blur in reflections.  I have some solutions to this but not the time to test them yet.

    Anti-Aliasing in  v8.5, in a word, sucks.  The oversampling method employed in the renderer is also insufficient.  I've got a solution and figured out how to secure details without alias and sacrificing too much to render time.    I have a solution to this involving a different way to oversample without needing to buy the netrender version of AM.  It's on page B41 of the BPMF Bible.

    In final renders when light passes through transparent objects embedded in solid objects (like uh... glass ina window frame) the edges get SCREWED!!!!!!  AGH!,  AM is such a monster sometimes.  It's all the little things that piss me off.  Anyway, solution:  Unless you NEED the reflections in the glass, take out the glass.  SO if a shot is about the light passing through the window and the window is not seen, you'll be ok.  No real solution when the glass AND the highlights need to be in the shot though...

    Thought on the "Art:"
    (from various sources)
    Audience involvement begins with character identification.  A situation or idea experienced/held in common, or a facet of personality that is clearly vulnerable.  What is vulnerability?  Well, there's the art.

    Personality affects every action.

    Hitting a pose?  Keep life in it.

    When animating the scene, do you know WHY this scene is in the film?  Make sure you INCLUDE that reason!  It must be shown.  Otherwise cut the scene.

    Lighting Problems: 
    Hash AM (v8.5 at least) has a flaw in it's renderer.  Specularity is totally faked (as with nearly every raytracer out there), but AM is worse because it won't drop the spec. level appropriately according to surrounding lights.  This means if you drop the light level in a scene and expect your specularities to drop accordingly, you are WRONG.  Well, no... Hash is wrong.

    Possible work around:  Animate the falloff of the texture specularity.   Yeah, that's a bitch to do in multi-textured objects... but I've DONE it!

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    Light scenes with one or two lights that cast shadows- these should not be shortcut copies of  a master light as shadow settings cannot be unique then.  Other non-shadow casting lights can be copies of a master as needed.
     

      Rigid Body & Soft Dynamics: 

    Give even the simplest model a bone- for some reason collision detection works just that much better.

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    Because Rigid Body Dynamics in Hash depends on the mesh to calculate the surface of the model, density of the model matters here.  If the mesh is too low a density collision will look like it's passing through the floor, other objects, etc.

    This means TEST the dynamics you will need using the proposed models BEFORE you texture them, etc.  Going back and fixing a complicated texture job because you have a model with too low a density is not fun.
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    Don't forget, you CAN modify the dynamic simulation by simply bringing up the channels window and start moving those CPs!  You can fix what physics fubared!
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    Ok, this one hurt to learn, so I better never forget it!  When simulating with cloth, especially when you begin your cloth as a flat plane (especially vertically), do NOT lower the  reduction of error threshold too much or the computer will freeze not being able to run the simulation with enough accuracy.   Set it accordingly, thinking about the scale of your object.
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    OMG listen up!!!:  NEVER simulate your cloth from the main choreography selection place (simulate spring systems).  Always right click on the actual spring system in your chor and select to simulate it from there.  If you DON'T: You will be FUBARED!!!!!  DO THIS even if you have more than one spring system and it's going to "take extra time."  Just trust me on this....

    Animation Notes:
    When Actions overlaod each other or the Chor action and kill each other out- usually the PROBLEM lies in how the  TIMELINE is setting up the actions.  Open the TIMELINE window (not the channels window) and take a look.  Ensure that actions are set up correctly in there, and that the Chor action is NOT underlying the other Actions in place in such a way that it can kill them.  This is especially helpful when you can't have the CHOR actions ADD to the dropepd actions without making things look WRONG!

    Ok, I'm a lot calmer than last time I edited this section, so I've removed the rant part...  Everything is going to be ok.  It's all going to work out.
    General Crash Bugs and Workarounds: ACTION OBJECTS are sorta buggy. When you use POSE CHANNELS in the Action Object while it's in the Chor as an Action Object, AM will Crash!   So when you use one in designing an Action, delete it out of the action if you can and then include the object in the CHOR when you drop thie action onto the character.  So, for example, if you're animating a character writing on a book he's holding, design the action with that object in it (action object).  Then when satisfied, delete the book, and save the new action (keep the old one with the object iof you need to fix it).  Use THIS action on the character, and simply add the book prop into the chor seperately and constrain it as you did in the ACTION you made.  This way you can actually use POSE CHANNELS in the object without it crashing AM.