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Hash, Inc. - Animation:Master

Logrus

*A:M User*
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Posts posted by Logrus

  1. -Lightbulb- Ah - you probably don't have v13, and that's why you can't open it.

     

    When I try and download your project, it appears to be mine, perhaps you could upload it under a different name, if you're still having problems.

     

    Or take a deep breath and go fishing and come back later, and it'll be easy :D .

     

    LoL ohhh how i've tried. Been pretty much working on it on an off sat an sunday. An then i got stuck on the back leg. walked away, an came back more times then i could count an still no luck. i even have the ears an tail built in another saved project ready to go..

     

    Well i dont have work tomorrow so hopefully you or someone else will find this an take a quick run thru on it. I wouldnt doubt part of the back leg is to much splines going on, but i dunno im still a nooblet.. :blink:

    Copy_of_Project_11_giraffe_almost_done....zip

  2. To use the .mdl, right click Objects in the PWS > Import, then import the .mdl file, and it will appear as a model in your project.

     

    Yeah thats exactly what i did but its not working. i keep getting an error message.

     

    Invalid model file: C\docs an settings\Big E\hash wip\Giraffe. MDL within a little gray A.M box..

     

    The project wont let me finish it i guess.... :(

  3. Some images from mine:

    post-9673-1174433556_thumb.jpg post-9673-1174433571_thumb.jpg post-9673-1174433580_thumb.jpg

     

    and a mdl file:

    Giraffe.zip

     

    Hmmm i think i see where i have to go with my last 2 spines, i will try it for when i get back, If not i think i might just give up an redo the whole thing.. Because compared to yours an the book i have far far to many splines it seems.. Thansk for the pics to go by for reference. But im not to sure what to do with the MDL files, an what there for or how to open it..

     

    This is my project incase someone wished to check it over an maybe find a way to explain to me what i need to improve on..

    Giraffe.zip

  4. Hi this may help but not sure click on one of the point that off to the side and hit the detached and try and retach using the left then right click mouse button but the point has the be right over the other point where it will attached to it hope this help out.

     

    I tried that but to no avail. I know from the books stand point im missing its last 2 steps for adding splines. I know when i tried various attempts none worked, An i wasnt able to 5 point patch the belly side of the giraffe. So im just not sure what the real problem is. I know on another 5 pint patch i had to pay with thesplined area before it would patch, not sure if this is the same problem, or am i not splining the right spot..

     

    I hope i get someone who can key in on it with me so i can finish the project cause this is pretty much the last part of it til i smooth an decal it.. :(

  5. I've been working on the project 11 giraffe on an off this past weekend an im stuck. The last two parts of the projects are confusing me. Im not very sure where exactly my last few slines are suppose to go to finish the back part an front part of the hind leg. Ive tried multiple angles an attaches but im apparently missing something.

     

    Horsepatch.jpg

    Horse2.jpg

    Horsespline.jpg

  6. Ahh ok Rod thanks for the info on them. i do remember seeing them for the flower project, an just kept them all facing the same way.. Nice to know i can simply toggle them all on an off when i need them. Because right now on my giraffe project its starting to annoy me somewhat.. Im curious is there any information or patch notes on fixing A.M from crashing when i went to reder mode, then escaped out. Last two times on the plane project it screwed up my project workspace, an it would close down on me...

     

    P.S Thanks for the compliment on the plane. Though i need to start cheating an jump ahead, Cause all these other students are going that extra mile.. :D

  7. Yeah just walking away for a little while seemed to make a huge difference in me getting thru the stuck points. But now i look at the giraffe an all i can think to myself is "WoW" followed by "Man i hope carol is on tonight".... :lol:

     

    I did have another question about the airplane model.. Heres a pic, What are those yellow points comming out of the plane used for. Are they really necassary, An how do a hide them.. I dont remember reading about that, But my brain works at seeing an image with its name, an a example of why its there an whats it for. It helps me remember it alot better..

     

    Master2007-03-1718-14-18-87.jpg

  8. I liked the music an the way the noice matched with the balls movements. The joke is a classic an im sure alot of us have tried it, an had it tried on us.

     

    Issues i think need to be adressed, 1, the .com name seems to be to hide an sometimes looks like its more important then the movie, My art teacher yelled at me for the way id sign my name on the drawings an paintings i did.. Thought id return the favor :P .

     

    Most of what others said id work on. For me id like to see the sleeping animation an the yellow animation fixed. The black lines along with the breathing of the ball make it seem like its pushing the ball up. Id also fix the yellow trail around the box as well.. Maybe a somewhat evil laugh as the char is bringing the box over to the other char..

     

    For me the best parts of the gags an the pranks is the reactions you get from the victims. Id have the ball leave after placing the tail in the water but stay at a distance to watch it happen, moments later the accident starts, Then id have the victim get up an bounce after teh other ball, leaving wet marks..

     

    i dunno just more ideas for you to ponder an play around with..

  9. Name: Big E

    Exercise: 9 - Flower Power

    Completed: March 15, 2007

    Comments: Simple yet fun, Definately will be using these techniques in the comming projects..

     

    cartoonflower0.jpg

     

    Never really put something into cartoon mode. I kinda like the way this turned out as apposed to the other one. Also at the time i thought it looked unique, But now i swear to gosh ive seen something similar. Just have no clue if its my mind playing tricks on me, Or if there really is..

  10. NAME: Big E

    EXERCISE: #10 FW-190

    COMPLETED: March 16, 2007

    REMARKS: Had a few issues, The tire for some odd reason baffled me. It wasnt comming out like it said in the book (images are a lil unclear for a few of the projects). Went an watched the tutorial with the guy who struggled with it for close to 6 mins. Came back after my fish, An knocked it out in less then 30 seconds.. :lol: Other issue i had was when i went to preview my choice for colors an contrasts an all that good stuff, I hit escape an the whole A.M went crazy, Thankfully i remembered the 1 rule of thumb. ALWAYS SAVE :P

     

     

    Airplane0.jpg

     

    Not to bad i wish i could have went back an toned down the struts as well as made the glass more on the gray scale, But after A.M went crazy an crashed i just said good enough... Carol thanks for the info, i searched for info on wheels an circles an didnt come up with much, A good read an linsk i will go back an visit.. Wish me luck im goin after the Giraffe!!

  11. Thanks Jerry, funny enough someone was just talking about this here:

     

    http://www.hash.com/forums/index.php?showtopic=26605

     

    It's about the sliding in animations and how to use the timeline to sort it out :)

     

    Sometime ago before i broke my hand an arm, Carline gave me a great tutorial an explanation on how to go into the timeline an keep it from sliding.

     

    in sort it was explained to me to pull up the timeline at the bottom of the screen an click on the troubled bone in the animation window.. at the bottom of the screen you will see a timeline of the bone from keyframe 0, til the most current frame..

  12. You might just be clicking the wrong shortcut keys, or using paste keyframe when you ment to paste mirrored. Its something i caught myself doing a few times in the numberous taking a walk i did.

     

    Maybe more expenation we can figure something out...

  13. Much much love on that video Caroline. Just watching it for the first time, made me realize that my steps to go thru all the corrections to fix it was indeed the right path. The part where you went thru the steps on how to actually go about using interpolation method was exactly the only process i was hesitant about. Thank you very much for clearing that up..

     

    I Still have no clue why my right foot wanted to move from the first frame til it got to the door. This was never a problem in any of my other projects i scrapped. The other problem i have is why did the left foot move what so ever when i forced framed the whole foot. unless my whole understanding of the key branch button was way off.

     

    Since im taking the feet to the waist an above. I always turn of my balance rigs.. So i dont think that has anything to do with my feet moving regardless if i use force keyframe bone, branch or model..

  14. I am at witts end with this project. It seems no matter what i do i can not keep my models feet from moving prematurely. In fact this last project was worse then the last one i did. Because now the right foot wants to start moving from the first few frames. Something that didnt haapen my first few go arounds with it. So i figure no prob i can go back an fix it on the timeline. THen i move my left foot up to the door. AN low an behold. it decides to move from the start of the project.

     

    Why is this happening? I forced key framed both feet from the start. mid point i forced another frame, an then i forced the keyframe just before i moved the feet. an Yet they still moved. Why is this happening. What am i not doing right within these few sets of frames. Cause its really starting to irritate me.

  15. I've only used Default (spline) and Hold so far.

     

    I couldn't find much either, but this link is From The Technical Manual

     

    Yeah Carol, thats the only one i found last night that gave me some information on their basic use. Nothing i found yet that actually went into details about them from the A.M community.

     

    Later on tpday i hope to take what ive now learned, an give this project another go round... :D

  16. The only real problem im now having is to stop the little sliding around its tending to do before it moved to the door frame.

     

    If you haven't played with the various Interpolation settings (Linear, Hold, Spline, etc) definitely do that.

    Right Click once you've selected your keyframes and change the Interpolation as desired.

    You can also tweak the Bias handles to get better Ease In and Ease Out on your poses.

     

    Yeah i spent a few minutes just playing with them. Im just curious now what those differnt settings functions are, an what situations id use them for. im just Not really gettin to lucky on my search to find information on it..

  17. Hi, Logrus - I'm a new user, too, and I don't really understand your first paragraph.

     

    What I learned and did a lot of experimenting with, was the channels for the animating. I'm glad you found that movie Keeping Bones from Wandering - I watched that one over and over. And then I experimented a lot.

     

    The constraints I did EXACTLY as the manual, remembering at some stage to turn the constraints off when he lets go the handle. Those in the manual were the only constraints I used. I didn't change the standard rigging, and used only what came in Shaggy.

     

    I also trashed a lot of projects, I found sometimes it's just easier to start again, with the new things that I've learned by doing.

     

    That foot. If you use the left foot for the first time at 2.00, then you're going to have a gentle slope in the channels from frame 0.00 to 2.00. This means that the foot is going to move very gradually the whole time. So what I did was to wiggle the foot at 1.25 (just before 2.00). This means that the spline in the channels should be even until 1.25, then start the move to 2.00. HOWEVER, most times I forgot the pre-wiggle, and had to fix it up with a point in the channel editor.

     

    Just to give you an idea, here's a screen catch from my Shaggy:

     

    [attachmentid=21890]

     

    In this picture, it's the timeline for the Left Foot Target. The green one is the easiest to follow, as it's the Translate.Y channel, which goes up and down. You can see exactly where the Left Foot Target goes up at 3.15 - if you want it to go up and down, you just click in the right place and drag the points.

     

    Note:- (if you're using the channels) When you have a keyframe along the spline in the channels, then you can drag it up and down only. To drag it to left and right to get the timing right, you have to hold down the '1' key (not the numeric 1).

     

    Disclaimer:- I am a new user and may be doing things differently from the 'pros'!

     

    It is a difficult exercise and took me a LONG TIME to sort out, with lots of searching on the forums, and experimentation. I think it's the only one like that in the book, though, so even if you leave it to the end, then you may not learn more about animating. However, if you're really sick of it, then rather than get over-frustrated, then leave it and go on with the next one.

     

    Yeah im starting to really understand this part of the program alot more then i did earlier today. i had one of my old door is stuck saved data to play with it. On both projects i could pin point when it actually moved, an was able for the most part to pin it from sliding. The only real problem im now having is to stop the little sliding around its tending to do before it moved to the door frame.

  18. Okay, the first step after you’ve set up your constraints is make sure that none of your constraints have offset channels, unless you’ve specifically set up your constraints with offsets (i.e. – torso ‘translate’ constrained to the pelvis with a y-offset to isolate the abdomen/torso from the pelvis). I use a variation of the standard Thom IK setup (see animtut.prj). The next thing you want to do is select each of your constraints and choose "lock offsets" in the constraint’s properties box. This will ensure that your character remains fixed to the constraint controls you’ve set up and will always behave like you want it to – even if you inadvertently add a keyframe.

     

    Im a little confused how he is doing this an why??

     

     

    Also on the force key frames. Is it something i should do on every frame until i move a part. or do i force key frame it every so often. Lets say my problem is my left foot moves when i dont want it to.. So on 00 i force keyframe the foot. Now lets say i dont plan on using that foot til the 02:00 mark. Do i force key frame it at 01:00 an then again at 01:20 the frame before i plan on moving it?

     

    An do i apply the force key frame for the door along the way?

     

     

    Sorry i hope i didnt offend anyone with my remarks. Just found it so odd that the pitch an walk were so simple. Even before it was explained. But this door stuck has me force key framing things, playing with constraints. including objects. learning how to work the properties, the workspace an timeline. with no prior knowledge before the project.

     

    My g/f just tells me to just wing it. an Come back to the project once i finish all of the other A.M projects. She says by then i should be alot more familar with all the ins an outs of A.M.

  19. [Would you be able to explain that in greater detail. Say for example I wanted to make the rabbit step to the right, one foot at a time. Could you take me through it step by step please?

     

    Ok, but you have to promise that next time someone asks this, you're going to do the explaining. ;)

     

    [attachmentid=20563]

     

     

    the project

     

    [attachmentid=20565]

     

    Any reason why i cant view the 1st movie? Quicktime cant play it an i have the newest version...

  20. Caroline an Fishman, I think my problem was working with shortcuts so late at night. im figuring i must have hit some buttons i wasnt suppose to. What happened is it forgot everything i did for the first handful of keyframes, an only remembered the last 2 i did. Then when i went back at 00 it started the last 2 keyframes i did.

     

    I could have sworn i made every bone move forward. back, left, right, an even rotated the ever so slightly. I even made sure the last 2 key frames to do it twice. because ive always had the problem of shaggys left moving halfway thru the right foot going onot the door frame.

     

    heres what i animated prior to it happening.

     

    A. Prior to shaggy moving his right leg. i move the left foot to the left, an rotate it to the left ever so slightly. i then put shaggys foot on the door,

     

    B. Next seen the left foot moves back, an shaggy gives another tug with his right foot on the door.

     

    C. Shaggy relaxes an throws his left foot on the door.

     

    D. Shaggy gives it one final pull with all his might..

     

    SO i play it back. Everything is fine til shaggy goes to put his right foot on the door, the left foot follows halfway thru. So for some odd reason i seem to always lose keyframes "B" an "C". After that the animation runs how i set it. the rest goes off with out any problems. i pretty much cut an paste a key frame so that shaggy comes down off the door frame. by using previous key frames.

     

    My G/S finds it just as odd. that we both can make 50 keyframes run fine before that right foot hits the door frame, then it seems like those 2-3 keyframes are always messed up, then after that everything is exactly how we animate it. Its as if the project is purposly designed to act in such a way. cause nwo that ive gone back, i notice alot of other peoples finished projects have the same problem when the feet go to the door....

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