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ars

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  1. Thank you both for the quick response.
  2. Sorry if i am missing something obvious but I can not find this option anymore. Is this still possible with Animation Master? Thanks in advance for any assist possible.
  3. Im using 15.0a. I did have an older dongle verison installed but removed it when i was informed there was no way to upgrade it.
  4. I am currently working on an animation project and have run into some serious time issues while working with AM. Long time user, since the days of Playmation and Ive never had these issues before (Took a LONG break w/ AM). Here are my issues: Bias adjustments, If my model has bias set, if I move, rotate or copy any model, the bias adjustments get lost causing TONS of wasted time in re-adjusting. Is there any way to lock down the bias before a copy/paste so I do not need to rebuild everything? Camera coordinates in world space; Im using an orthogonal camera but it is a serious pain in the butt to position the camera where I want. Im after a simple 45 degree down, 45 degree turn, almost impossible to rotate the cam by hand and If I attempt to type in my desired rotations, the camera picks its own arbitrary rotations when I hit 'enter'. Animated focal length; I can set the focal length in the chor. to animate over time but can for the life of me figure out how to get the results to render. The focal length stays locked onto the first one set, the animated focal length DOES show in wireframe chor mode but refuses to render. If anyone has ANY pointers regarding these issues I would greatly appreciate it since Im already past my deadline and these issues seem simple.
  5. Long time user(since Playmation) just returned to A.M., upgraded, yada, yada. I cant seem to find my beloved Isometric rendering function... Has this option for rendering been removed? If it has, what was the last version it was in? If its still in there, where is it hiding? Sorry to ask such a nobbish question but the option isnt where I remember it being. Ty in advance for any help/hints, I have a client who wants flat shaded Iso type graphics and AM was my first choice.
  6. Unfortunatly Im still using 9.5. Im hoping to upgrade soon (prolly after our child is adequetly spoiled for the holidays..heh) Could you post a sshot of the constraints used? That might be enough of a reference for me to work from. Im just trying to get back into the swing of things on these models, I plan on releasing them once Im done, perhaps we should start an AM repository for Star Wars models..lol. Up next, snowspeeder pilot, & probot...
  7. Wow, very creative solution Robert, Im gonna try to pull it off, unfortunatly I cant open the .prj file since im still using an older version of AM. Im gonna give the pose method a go as well Chad, I was reluctant to attempt this method since I knew you were having trouble with the poses earlier. Thanks a ton to both of you, I had hit a brick wall on my own.
  8. I set up my model with simple eular constraints and it worked very well. However, I now need a more advanced set-up in order to preserve authenticity to the subject matter. My issue is in the thigh area, the thigh telescopes slightly to compensate for non-organic walk movement. (Specificly, there are ALWAYS 3 feet touching the ground) I tried quite a few diff setups, I seem to either end up in a circular constraint or scaling children which I can not use. Any tips or suggestions for this type of setup? (The legs do not attach to the body where the top of the leg is, there is a bone attached near the center of the body that actually drives the leg, this is complicated matters for me since all leg bones end up as children of this bone) [attachmentid=22330]
  9. Working on it! http://www.hash.com/forums/index.php?showtopic=25070 Wish I could delete/lock this thread...
  10. Thanks for the suggestions guys, I applied eular constraints to all the joints and its exactly what I was looking for. Love your AT-AT also Al, grewat work, and DANG! I was hoping people wouldnt notice the way the upper leg slides into itself since im not bothering with animating that yet..lol. I did a very roguh walk cycle last night but I am having trouble reproducing an authentic look (I dont think they ever did a full cycle for the movies, at least I havent found any reference to one yet). I was rather surprised at the lack of detail in the actual studio models used in the movies, the ESB models do not hold up very well to close scrutiny, an ATAT can not even stand with its legs straight since the feet are too large.
  11. What would be the best constraint to use for a simple knee joint? I need to constrain the legs of a Star Wars Imperial Walker. You can see the model in this thread: http://www.hash.com/forums/index.php?showtopic=25070 I wasnt going to bother rigging the model since I only need one walk cycle, but when creating an action, the legs twist all over the place. Im just getting back to AM after an extended hiatus (Im still using 9.5) and im VERy rusty, especially on rigging (modelling is my strength). What constraint would be the best for restricting the leg to only forward and backward movement (no side to side)? Would greatly appreciate ANY imput possible.
  12. Im building it all in MultimediaFusion. Once I have more of the game fleshed out, I will be turning the assets over to a friend for a Torque version. (Torque Game Builder, the 2d engine) So *hopefully* there will be a Mac port of the final game.
  13. Very early in-game sshot: [attachmentid=22273]
  14. Went a bit overkill on these since the sprites i need will be VERY tiny. [attachmentid=22271] [attachmentid=22272]
  15. My current model. Feedback appreciated. This was my second thread, so it did not post and I ended up making a new one for the whole project and not just this model: http://www.hash.com/forums/index.php?showtopic=25070
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