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Posts posted by itsjustme
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Thanks for the crit Matt, I'll have another pass at it to see if I can exaggerate a few things.
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For making spheres, I made a tutorial on making an eye where I show how to do that. If you're interested, it's located here.
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Okay, after a couple more passes here's what I've come up with...I think it's a little better. Crits are welcome...zipped up DivX encoded AVI again.
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A maquette, there's one available for download here.
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I think I'm #114....not sure if it matters, but, just in case.
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If I'm eligible, I'd like to be included in the drawing.
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The images I found of a replica of the Hunley show some big rivets, but the hatches are more flattened. Let's see if I can link the image.
I found it in the gallery of the site located here:
http://www.charlestonillustrated.com/hunley/#
The rivets look accurate to me. Very nice model so far and very generous for donating when you're finished.
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Something cool to study, thanks Patos.
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Thanks for the input robcat, I'll have another pass or two at it and see if I can make it more natural.
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I like these! Very nice, lots of character.
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The clean reinstall instructions are located at: http://www.hash.com/forums/index.php?showtopic=3378
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I went back and changed a facial expression in the last three seconds...I think it's a little better now. DivX encoded AVI once again.
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I still get the list e-mail, but, whenever I want to post something I go to the forum. Maybe that is what everyone else on the list is doing.
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It looks like the new file downloads fine, I guess I came too close to the limit...the file was originally 930k, there may be some overhead that I'm not aware of. If anyone downloaded the bum file, my apologies. It should work now.
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After rigging up one of my character's (his name is Bertram) face using a slightly modified version of Victor Navone's face rig (thanks for sharing Victor and thanks to Shaun Freeman for providing a downloadable example), I wanted to see if the changes I made would work before moving on to other things. At first I just did a bunch of facial expressions, but I found that my timing needs loads of work. I decided to try a lip sync test so that I'd have a guide to go by. I've used this as a way to try to get better at animating, feel free to C&C I'm sure I could use it.
Anyway, here's a final render of the test that I thought I'd throw out since so many others have shared theirs recently. Only the face itself is animated, there is no body or head movement...it's not much. Initially it was a Quicktime zipped up, but, I was having trouble getting the file to download, so I decreased the size by making it a zipped up DivX file.
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It's possible that some other program you've installed since the last time you used AM overwrote a DLL used by AM. You could try re-installing the "stuff.exe", that might fix it. If that doesn't work, I'd try a clean install.
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I have a tutorial for a method of making an eye in v11. It's located here, but it's only online in Shockwave format.
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What I'm "working around" is my own ignorance...my sentence structure isn't always the best. I'll try to be more clear in the future.
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My ignorance knows no bounds sometimes, I misunderstood. I'll try to work around it...and look a lot harder next time I hit a wall.
Thanks for clearing it up, the problem was giving me fits...and apparently, blinding me.
Sorry to be a bother.
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Where the problem comes in is when you are trying to set a key in an action or choreography not when making the constraint. Everything appears to work fine until I get the model into an action or choreography, then I partially rotate the bone and set a key for the frame...that's the key button I'm talking about. If you set a key on the frame of an action or choreography after partially rotating the bone, the bone being controlled jumps. Then if you keep hitting the button to set the key, it jumps more each time for the next couple of times you hit it.
The first action has a model in it that has a "rotate like" constraint set to 50%, the second action has a kinematic constraint set to 50%, both are driven by the rotation of a bone. If the constraints are set to 100% this problem doesn't occur, anything lower and it does.
I'll have to double-check the kinematic constraint for what you mentioned, maybe I missed something on that.
Edit---The model in the second action didn't have the euler limits on it correctly...it should be fixed now. Here it is again as well.
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The first action's model has a "roll like" constraint that does this...I forgot to mention that it only does this if the constraint is set to anything less than 100%.
The second action's model is set with a kinematic constraint on "bone1" of 50% to the rotator bone. It also only exhibits this behavior when the constraint is set to less than 100%.
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I'm not sure if this is just something I'm doing wrong, so I thought I'd ask before I submitted it to Hash. I posted it here so that I could attach the sample project.
I have been getting some errors when making a key frame when there's a bone that rotates on the "Z" axis. I put together a project file here that illustrates what I'm encountering.
In "Action1", rotate the "redhalf" bone (it should be the only one visible) on the "Z" axis (the limits are set where it should only move that way anyway), then set a key. If you are getting what I am, the geometry will move when you set the key and it will move a little more if you hit the button to set the key again. It does that for a couple of hits of the button.
In "Action2", select the "rotator" bone (there should be two visible) and rotate it on the "Z" axis (it should only rotate on that axis as well), then set a key. If you are getting what I am, "bone1" will move when you set the key and it will also move more each time you hit the button (at least for a couple of times).
If anyone can tell me what I'm doing wrong, I'd appreciate it. I've tried this test in v11t and v11o.
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Constraints are still in there....here's some refresher material in case you need it:
There's a video tutorial in the "Misc" section called "Constraints and Compensate Mode" (others that might interest you are "The Door's Stuck" and "Cosmic Bowling") at the bottom of this page: http://www.hash.com/VM/
There is a lot of information in the AM online Reference here (just search for constraints using the search box):
http://www.hash.com/htmlHelp/v11.0/Technical_Reference.htm
Here is the Constraints section of the ARM:
http://www.lowrestv.com/arm/search3.asp?bo...ateAdded%20desc
I hope that helps.
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Just to throw out a few other tools (they're all free)...
Presenting the S.U.R.E. rig
in Classic Threads
Posted
Thanks Pat! Very generous. I'll have a lot of fun looking it over...have a Merry Christmas.