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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. I believe there's a student discount for AM as well...I think it's the same price as the discount you get from buying it at an event. It's not listed in the online store, so e-mail Hash to be sure.
  2. You could probably use Marcel's plugin located in this thread. Hope that helps.
  3. You could just render the image larger than you need and then scale it down in a paint program...I could be wrong, but I think "oversample" is gone now.
  4. It looks like you could get rid of some of the forehead splines by ending them in hooks in the brow, get rid of some of the splines in the lower and upper lips, delete a couple of the splines in the upper eyelids and run the spline from the edge of the bottom of the nose to the outer spline that is presently encircling the mouth...to give you a natural crease when the mouth widens. Nice work so far, Steve.
  5. The upgrade is only $99...so, a lot less painful.
  6. --> QUOTE(Sruli B @ Dec 20 2006, 11:19 PM) 210381[/snapback] Why does AM keep on making that annoying Windows "dong!" sound when I run it? It seems to happen randomly, every minute or two. Any suggestions? Thanks, Sruli It has never done that on my computer...check your Windows sounds, you can turn them off, Sruli.
  7. They both appear to work now, thanks for taking a look, David.
  8. Just a real quick fix update on the biped rig. This one makes the bottom percentage of three sliders ".01" to avoid problems similar to the "Blink" pose not working correctly. The poses affected in this version are "Blink", "neck_SQUETCH" and "spine_auto_SQUETCH". If you have a previously installed version, setting the bottom end of those poses to ".01" will update it to this version. Thanks to Bob Croucher for the solution to the problem! Thanks to Mark Skodacek for finding the spine and neck pose problems. I updated all versions to stay consistent even though this is a v13 specific phenomenon. If anyone finds a pose that exhibits this same problem, let me know and I'll get an update out as soon as I can. The "InstallRig" plugin is located here.
  9. Sorry if I added to the "noise", Yardie...I was answering a question. In my opinion, it was harmless. I have also found that I have learned things from random mentions that people have made, so not everything off-topic is useless. Does answering the same question ten or twelve times count as noise? I've done that with a lot of my posts...I should probably curb that, huh?
  10. Relaxed poses aren't a problem, Mike. The thing to remember is that the arms and legs are going to have an axis that is a straight line...the bend of the arms and legs is going to have that. In the case of the Squetch Rig, make sure that when you adjust the bicep/forearm or thigh/calf that you only rotate them on the 'X' axis so that the 'Y' and 'Z' axes are the same on the upper and lower part. The reason for this is that there is a limit set on them that will give you some strange results if you don't maintain that line. Other than that, as long as you follow the installation instructions, you should be alright. As soon as Mark Skodacek gets his poseable installation method finished, it will be a lot easier. I'm not sure how long that will take, it is presently waiting on a fix. Hope that helps.
  11. I found this..."for example"="e.g." (exempli gratia), "that is"="i.e." (id est). I always wondered where they came from...sometimes the internet is cool. I just threw in the "i.e." because it was also mentioned on the link.
  12. Here's another update to the biped rigs. All versions have more accurate squetching on the arms, legs and torso (should get rid of any odd sizing quirks when squetching a single bone in a chain) and a slight re-positioning of the leg, arm, torso and main hand bones (fingers and Hand Gizmo are the same). Squetchy Thoms' hands have been re-worked a little so that the thumb is in line with the last updated version's thumb bone positions. The v13 versions have an improved IK/FK switch that should reduce the slight twitch when changing from FK to IK. I have also attached simplified versions of the arm and leg setups for dissecting (the thigh, calf, bicep and forearm bones would normally be hidden when in IK, but I left them visible in the examples). This update is not the poseable installation method that Mark Skodacek is working on, that is waiting for a fix. The InstallRig plugin is located here. As always, if anyone finds something I missed, let me know. I'm going to try to get the Quadruped update posted in the next day or two...depending on how much time I end up having. v13_IK_FK_switch_examples.zip
  13. I have had that happen if I don't have Internet Explorer as my default web browser...maybe that's what's going on with you, Tony. The community window seems to prefer that to Firefox (which is what I normally use). Hope that helps.
  14. From the sound of it, I think you need to be going through rigging tutorials, Tony. A couple of things to look for would be "dynamic constraints" and the "Newton" plugin...and just some all around rigging tutorials. There are some in the Tutorials section of this forum, there are some examples of the "Newton" plugin capabilities located here and some general rigging tutorials located in the constraints section of the ARM. Hope that helps.
  15. They are ZIP files, but inside those should be Quicktime videos, Caroline...unless my memory is failing me. So, there shouldn't be a problem with Mac's being able to view them.
  16. I agree with Matt, there does look like a peaked spline is in there. I would get rid of one of the knee spline rings, space them apart more, move the thigh spline ring to the middle of the thigh, reduce the number of splines that run vertically (minimum four, six or eight would be better than what you've got presently), get rid of the lowest crotch spline, add a ring toward the top of the thigh and probably re-work the ankle...I would at least add one more spline ring at the ankle, but I would probably make the foot of the boot flow better into the upper part as well. Less is better...usually. Only use the amount of splineage that is necessary to get what you want. Hope that helps, Al.
  17. Maybe if you put it in a ZIP file it will take it...sometimes it's the file type, sometimes it's just too large of a file.
  18. It looks like he's moving too fast for that walk...I would make a single walk cycle Action with stride length and then just have that repeat as he walks along a path in the Choreography. Also, there's very little torso movement in what you have so far, the body should be moving up and down some along with some side to side "S"-like movement. Hope that helps, Steve.
  19. He looks great, Mike! The only critique I have is that the pupils look strange that far outside of the whites of the eyes from the side (in the animation, the still image looks fine...maybe because the pupil is blurred some in the still and just looks closer).
  20. I'll get a v11.1 and v12 rigged character done when I can get some time, Drvarceto. I completely understand, I've just been extremely busy and things have been changing very quickly...there are a couple of other things that I'm working on that I'm hoping to add/modify to the existing rig. The next character that I start from scratch, I'll make sure it gets put out for v11.1...I don't know when that will be, I don't have a character at the moment that I would release. If you or anyone else has a character that they are willing to release to the general public, it would speed up the process (it would have to be modeled in v11.1 or v12).
  21. Yes, the FACE controllers need to have their poses made. What I do is get the underlying face rigging set up and tweaked, then I use those underlying poses to make the poses that the FACE controls manipulate. If you have access to SVN, both the TinWoodman and the TinGirl have face rigs using bones that are controlled by the FACE interface...those are the only two examples that I have made at this time, unfortunately (eventually there will be more). --------------------- EDIT --------------------- Oh, the TinWoodman and TinGirl were made in v13...I'll have to make sure there is a v11.1 and v12 model with its' face rigged with bones. I don't have my brain working too good at the moment.
  22. Maybe I'm misunderstanding, Drvarceto. Are you talking about the on-face FACE controllers or are you talking about the bones rigging for the face? The on-face FACE controllers won't do anything until the poses are filled, but the bones in the face rigging will move when the "Jaw", "Maxilla" and "LowerTeeth" bones are moved around. I checked the v11.1 rigs and was able to move the bones necessary to move the face rigging.
  23. If you manipulate the "Jaw", "Maxilla" or "LowerTeeth" bone, you'll see things move around...you'll have to unhide everything in the "Show_and_Hide_Rig_Components/hide_face_setup_bones" folder. You will also have to unhide the "Maxilla" and "LowerTeeth" bones. You can also use the lip poses in the "Animation_Controls/Face_underlying_controls/lips" folder to move things. Some of the poses are empty, like the lip curling poses, but there's quite a bit that will work. Hope that helps, Drvarceto.
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