sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! 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
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
  • Posts

    5,782
  • Joined

  • Last visited

  • Days Won

    56

Everything posted by itsjustme

  1. Here's an updated version of Squetchy Sam and an updated Action setup in a Project with your Action...I'll include these fixes in the next release. Sorry about the problems, Nik. You are the first person to test the Action Zign Track output with Sam...at least that has said anything. ----------------------- EDIT ----------------------- The latest version is here...this one was deleted.
  2. I think I figured out what's going wrong with this for you, Nik. Are your bones in Zign Track named the same as required? Here are the names needed: head, CheekL, CheekR, EyebrowAL, EyebrowAR, EyebrowBL, EyebrowBR, Frown, Jaw, LowerLipL, LowerLipR, MouthCornerL, MouthCornerR, Neck, SneerL, SneerR, UpLipCentre, UpperLipL and UpperLipR. Once you have your Action exported from Zign Track imported into A:M, import the updated "v13_Zign_Track_Action_Setup_04_10_2008B.act" I'm posting here (fixed the head naming in it as well...it will be included in the next rig update) then, drag and drop both Actions onto Sam in the Choreography and it should work. Hope that helps, Nik. ----------------------- EDIT ----------------------- The latest version is here...this one was deleted.
  3. Okay, I tested the BVH in Squetchy Sam...I had to change the head control name in the Action to get the head to move around, but, other than that, everything worked fine. I updated the Action file in this Project and will update it in the next release as well. Here's the example BVH in a Project working in the Choreography with Sam. Hope that helps, Nik. ----------------------- EDIT ----------------------- The latest version is here...this one was deleted.
  4. It's in the tutorial...read the tutorial, Nik. It's called "Using_Zign_Track_BVH_with_FACE_12_05_2007B.pdf" and is in the ZIP file named "13s_Posable_Squetch_Rig_installations_04_25_2011a.zip". I read the the tutorial , I exported both action and Bvh from zing track When I import the action file to AM , I can see the animation in action mode , but when I return to choreography mode it is not working , any clue? I'm not sure what you're doing, Nik. The tutorial used BVH, not an exported Action from Zign Track...you would have to change some things to use an Action. Did you try the "Zign_Track_Example_BVH_12_05_2007B.bvh" included in the ZIP file to make sure everything was working correctly?
  5. Happy Birthday Rodger!
  6. Here is an image that gives a better front view...it's pretty old, but maybe it will help.
  7. It's in the tutorial...read the tutorial, Nik. It's called "Using_Zign_Track_BVH_with_FACE_12_05_2007B.pdf" and is in the ZIP file named "13s_Posable_Squetch_Rig_installations_04_25_2011a.zip".
  8. It's a good itch, Jeff. Great stuff!
  9. Is there a download for squetchy Sam , with a Zign track ready facial rigg ? The rig in Squetchy Sam has a setup that will work with Zign Track...at least it worked with Zign Track v1.3. There are instructions included with the rig installation in this post. Hope that helps.
  10. When a model gets to around 10,000 patches, I start breaking it up into smaller models. In the break room, for instance, the cabinets are separated into upper and lower with the doors for each being separate models, the countertop and sink are a single model (2,282 patches), the floor (15,287 patches...it had to be a single piece) is separate from the baseboard (6,180 patches), the ceiling tiles are broken up into two models and the ceiling tile frame is two models. The refrigerator is actually a single model (7,657 patches). Everything is then assembled in the Choreography. The easiest way is to model everything in the location it will be, at the moment I only have a couple of things that require Actions (chairs and tables, those are multiple instances of the same models). I have the same problem when posting to threads, especially when I can't find something to critique...I run out of ways to say how much I like it. I generally wait until a significant amount has changed before posting again. When I post an update, I'm sort of making a mental bookmark for where I'm at on whatever it is...it becomes my "if things go wrong, I can always start over from this point". It's also positive reinforcement, showing myself how much I've gotten finished and the renders are made mainly to make sure I didn't miss anything...doubling as something I can post. I appreciate any feedback or critique I get, but I don't expect it, Chris.
  11. Thanks guys. I'm trying to power through the largest part of the modeling so I can get to lighting and texturing things...there are at least six more things to model before I get there. I figure that I'll probably keep adding little objects to make the sets look "lived in" as I go along as well.
  12. There's a single 'P' trap in the center...although I didn't make it with screw connectors. I copied it from an actual sink. And yes, I'm being a little ridiculous, but I'm leaving myself the ability to open those doors in future animations in the break room. At the moment, I'm planning on opening the refrigerator and at least two other things I haven't made yet. Thanks for the encouragement Paul, Myron and Jason.
  13. Here are a few more images...the sink from above, the inside of the cabinet below the sink and a shot with all of the cabinet doors and drawers open. Lots more to do.
  14. Squetchy Sam is an option...here. Hope that helps.
  15. The general rule is three spline rings per joint with at least one spline ring between joints to get a good looking bend. Even though the upper legs are inside the torso, it would still be applicable. So, I would add those rings like I would on a standard leg, but make them rings on the torso...yes, horizontal. Hope that helps, Roger.
  16. Very cool, Jeff!
  17. I would add at least one more spline ring and do a better job of CP Weighting before thinking about using Smartskin. However, you could just go the Smartskin route if you'd prefer, Roger.
  18. Insanely cool, Matt!
  19. I haven't done any actual lighting yet, I'll be doing that once I get things modeled, Jeff. So far, I've only used AO to get a rough idea of whether the modeling looks the way it should.
  20. Here's a "take a breath" image before I model the sink...which will be added to the cabinets. The doors and drawers are rigged, there is an interior with shelves as well. When I get more modeled, I'll do some more angles. The lighting hasn't been put in yet, so this is an AO render with the ceiling removed.
  21. itsjustme

    Cicak

    Great stuff, Gerry! I saw the feet penetrate the skirt a few times...are they part of the deflector group? If they aren't that may be the problem.
  22. My only suggestion...bevel, bevel bevel. Any mechanical object really needs every edge beveled to look better than an old video game object. Now that you have the basic shape, it shouldn't be too hard to add. Here is a tutorial Yves put together on bevels. Nice start, Roger!
  23. There is a list of hotkeys here...I believe what you're looking for are the 1-6 keys on the numpad. Hope that helps, Roger.
  24. Wouldn't the Duplicator Wizard help, Roger?
×
×
  • Create New...