sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

skrilla

*A:M User*
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  • Interests
    Video Games, Coins, Animation, Music
  • Hardware Platform
    Windows
  • System Description
    Opteron 170 @ 2.8ghz, Geforce 8800gts 320, 3gb Ram, XP Home sp2

Profile Information

  • Name
    Steve
  • Location
    kansas

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  1. Very well done, it has the perfect silliness for Halloween. Only thing I would add is at the end maybe "Happy Halloween, Hope you have more Treats than Tricks!" or something, it really does feel like one of those email cards ( I mean that in a good way) it's just missing that final message before the credits.
  2. I must have misread what he said. I will try that later. I was actually trying to move keekat not the table, but I'll deal with that lol. thanks
  3. Thanks for looking, If you watch the video you will see that I was able to get Kinematic constraints working on both arms. Unfortunately if I tried to add any more constraints later in the chor. they didnt work. It's like it's limited to 1 Kinematic constraint per bone. That's what I'm trying to figure out. I turned the 1st constraint off and this didn't help. It's like A:M is just ignoring the 2nd constraint. thanks
  4. http://www.hash.com/forums/index.php?showtopic=29707 Posted in newbies, got no help, gonna start over if no replies =/ The project and files are downloadable (and the video to this point). Thanks for looking.
  5. OK here's my Project that frustrated me into putting A:M down for awhile. I was coming up with a new idea for the Exercise 6 The doors stuck. I had everything working great but had 2 problems First I will tell you whats supposed to happen: --Keekat butters his corn, he goes to take a bite and the doorbell rings (you'll kinda figure that out ). Then The bell rings again while he's thinking about how this always happens. This is where the problem occurs and my work stopped, I want to go to a side camera angle (simple) then Have Keekat push out from the table and jump out of the chair to go answer the door. Problems 1. I could never get a 2nd Kinematic constraint to work, A:M just ignored it. I could try anything I wanted to attach his hands to the table, the right arm stuck but the left arm did whatever it wanted-even when I turned the other constraints off on it. Can you not have 2 Kinematics on the same chor? 2. I couldn't get Keekat's feet to stop pointing at some random target even when I deleted the target. His feet would just drift pointing toward the target if I moved him. This Chor starts at the point of push-off but includes everything else I mentioned. Kitty_Corneography.zip Cornvid.zip
  6. I'm trying to put Kee Kat into a chair but his feet stay or at least his legs extend with his feet pointing toward the original location. How do I stop that? I tried deleting the foot target but that didn't work.
  7. Just wondering why I'm getting a sandy look from my lighting when I render. I haven't done anything here but import Keekat.
  8. LOL a guy named Clone using someone else's program... maybe I just have a warped sense of humor............
  9. Thanks, I forgot I was looking for this . Should make things easier.
  10. Demonstration of the software, don't think it will be this easy to start though. It will take some time. http://www.s1.hashmirror.com/ftp/VM/GregDemo/demo.html Tuturials you can download and watch for free to give you an idea. http://www.hash.com/VM/
  11. Only 2 things I can think of would be to change your Lathing to a larger # (under modeling in options) or use "y" while selecting each spline to create a new CP in the middle of it.
  12. I did constrain the object to the right hand with 'orient like/translate to' constraints then I used a Kinematic to attach the left hand to the object (so the forearm and bicept would follow right). It works perfectly. However, later I want to push off something with both hands so I created a new kinematic/orient like combo with compensation mode on a different bone. I used this combo on the hand and forearm of both hands (to the same bone). The right hand works- the hand stays put and the forearm and bicept follow right, but the left arm ignores the new Kinematic constraint and just stays still. Again, I use the EXACT same combo but it doesn't work on the left hand which has another Kinematic constraint attached to it even though it is set to 0 enforcement. If I delete the 1st kinematic it works.
  13. Dual core only effects render time. Animating still only uses 1 core. pertaining to that The Best work around the fact that v14 is alpha is to install BOTH v13 and v14 as they go into different folders. Do all your animating in v13 then open your project through v14 and Render it there. if you get more than a minute or 2 of animation done, just do the rendering overnight.
  14. Is there a guide to all constraints? I pick up an object with a kinematic/orient like/compensate combo ( hand and forearm so the forearm follows the hand) then later I want to attach the hands to something.... Well the 2nd time I use a Kinematic on the same bone, it totally ignores it ( the 2nd one) even if the 1st is set to 0% enforcement. Also the 1st is set to a different bone than the 2nd, the 1st doesn't use compensate and I need compensate for the 2nd action. How do I get the 2nd Constraint to work, or what am I supposed to use instead of Kinematic? Kinematic works if I delete the 1st one. Imagine someone doing a pushup then lifting a barbell. The combo I said works for BOTH tasks seperately, but they don't work togather.
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