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Everything posted by itsjustme
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Great stuff, Jirard! I'll second Robert's recommendation of making the face a neutral pose.
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I have moved this issue to v17 , because the fix has needed changes in the deep (changing the datatype for a variable from "long" to "long long", which implies some additional changes). Some other issues I have moved too, in the case You didn't see it longer ... Another thing /* rants and raves */ As fuchur mentioned, I had to switch the mac version from gcc4.0 to 4.2 , mainly for OpenMP/OpenCL , this has cost me around 3 weeks (excluding the holidays) 182 xcode projectfiles to change / recreate ..., it's running now , BUT today I have found that a bug in gcc 4.2 doesn't allow to use OpenMP in the final render process :-(, it's fixed in gcc 4.4 and above , but Apple doesn't support this compiler versions in Xcode /* rants and raves */ Thanks for all of your hard work, Steffen!
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Another small step forward on the break room...I modeled a fire extinguisher and its' wall mount (I'll be doing the texturing all together later).
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Happy Birthday, Paul!
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I looked at the behavior in V13 a bit more closely and noticed that the rotation values increment as expected to about 15900 degrees and then at 15:28 flip down to about -15900 and continue to increment from there. There is a noticeable jump inthe bone rotation at the switch. I presume some sort of value limit is being exceeded in a variable. V13's behavior is probably more "wrong" but gave the appearance of working past 16 seconds. I think you're correct, Robert. I looked at the behavior in V13 a bit more closely and noticed that the rotation values increment as expected to about 15900 degrees and then at 15:28 flip down to about -15900 and continue to increment from there. There is a noticeable jump inthe bone rotation at the switch. I presume some sort of value limit is being exceeded in a variable. V13's behavior is probably more "wrong" but gave the appearance of working past 16 seconds. It occurs to me that this may not be truly solvable since there's no variable type that's truly infinite in range yet would have the precision needed to represent the rotation accurately. Or is there? You can use a setup like the one in the Circular Orbit tutorial...it loops. There is a propeller using the same rig in this post. I hadn't tried that until you suggested it...it errors out at 15:28 as well. That I don't understand. I used a 'Z' translate, but I think the results would be the same whichever direction you try. Here's an example Project. Hit "play" and watch from above, when the time gets to 15:28 the bone will jump backwards (it does the same thing in v13, v15 and v16RC2. This may be a totally different issue than I thought it was. Expression_translation_issue.zip
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I haven't been able to work on what I had planned for the past couple of weeks...I'm hoping to get back on track next week. I doodled a couple of things (salt and pepper shakers and a door stop) for the break room to clear my head. Not very much, but any forward movement is better than none.
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I submitted a sample Project when I reported it initially and that also disappeared. Here is a similar example Project. It is just a single bone with an Expression to rotate that bone "GetTime*1000". If you hit "play" on the Action, the bone will lock in place around the 15:28 mark in v15 and v16RC2 (I don't have the released version of 16 yet), which is approximately where it exceeds 16,000 degrees of rotation. In v13, the bone will cycle at 16,000 degrees and continue without ever stopping...at least as long as I had the patience to check. Since I'm not sure this is still an issue, I'll leave it to someone else to submit a report on AMReports. 16k_Expression_rotation_issue.zip
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That looks like the 2008 Rig, Marcos...I don't have the latest version, but I'm thinking that's a more recent one than I have on my drive. The hand will try to reach the IK controller when the arm is in IK, but, it will only stay with the controller as long as you stay within that distance or stretch the arm. In the Squetch Rig, you could lengthen the arm...I don't think that is an option in the 2008 Rig. Here's how the arm steady control works on the version of the 2008 Rig that I have on my drive. Hope that helps. 2008_Rig_arm_steady_example.mov
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Hmm...I made a report on AMReports that has disappeared, at least I can't find it now. It must have been because of the timing, I posted it just before the release. The problem was also present in v15, but not in v13. If you use an Expression to rotate a bone, it will stop at 16,000 degrees. Previously, it would just cycle once it hit 16,000 degrees. If nobody else reports it before I get home tonight, I'll report it again.
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Top notch, as usual, Mark!
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Looks good Steve. I can't tell if there's beveling on some of the edges...maybe they are just a really sharp bevel, hard to tell.
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4-6-4 Steam Locomotive & Tender
itsjustme replied to R Reynolds's topic in Work In Progress / Sweatbox
Great stuff, Rodger! -
Looks great, Steve! The only thing that bothers me a little is the end head cushion on the couch...it looks like it could use a few more splines to round it up.
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Happy Birthday, Jeff!
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I've done some modifications on him since I last posted an image (hopefully, for the better)...I'll be posting updates when I get that far.
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I think most of these questions can be answered in the Technical Reference...which you can download here (15MB). Check pages 25-42 for Particle Systems...there are probably other pages with more information, but that's a good start. Hope that helps.
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TSM2 not showing in available plugins in A:M16 release
itsjustme replied to Paul Forwood's topic in Showcase
I don't think TSM2 is compiled for the 64bit version, but it should still be available for the 32bit version. Is it not in the 32bit release, Paul? -
Okay, the stop-gap update for the biped Squetch Rig is in this post. Next up is a few more QuickStart Expressions tutorials, then back to some modeling on the Break Room.
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Okay, here's the updated Squetchy Sam and the installation rigs to match...these are biped-only at the moment. Eventually, I'll get the Quad rigs updated as well, but first, I have to finish the face rig updates on these. As I've said, this is a "stop-gap" version that will get more added before the installation tutorials get done. If anyone finds a problem, let me know. 13s_Posable_Squetch_Rig_installations_04_25_2011a.zip v13_Squetchy_Sam_04_25_2011a_with_sleeves_and_switches.zip
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I just realized that I need to add one more bone to the thigh fan setup...it's a quick fix, so not a big deal. It will get rid of the 'Y' and 'Z' rotation on the thigh fan that is still in there...I only need the 'X' rotation on that bone. I'll be able to get it done late tonight before I release the installation rigs and an updated Sam.
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Wannabe Pirates Graphic Novel now Available!
itsjustme replied to largento's topic in The Wannabe Way
Great stuff, Mark! -
I've still got some cleaning up to do on the installation rigs, so, I figured I would post the present version of Squetchy Sam so that others can do some troubleshooting if they want (in case I missed something). Barring any major problems, I should be able to get the installation rigs posted tomorrow night. This is still a "stop-gap" version because I want to add some updates to the face rig before I start making the installation tutorial videos. Here are a few of the differences: 1.) The fingers are set up similar to the 2008 Rig in that the finger curling bones are separate bones from the actual finger bones (much better method, Thanks, Mark!)...I've also cut out a lot of bones and eliminated quite a few constraints that became unnecessary as a result. The fingers themselves can be squetched by scaling each bone (hand as well), which eliminated the squetch Poses for them. 2.) The soft IK has been updated to get rid of some things I accidentally left in that would react differently if A:M were set up for centimeters. 3.) Added "right_thigh_butt_fan_geom" and "left_thigh_butt_fan_geom" bones to get better butt movement...they rotate at 50% of the thigh on the 'X' axis when the leg is rotating forward and at 100% (adjustable) when going toward the back. The original thigh fan bones are still there, rotating at 50% of the thigh rotation and are weighted more to the upper butt area on Sam. 4.) This version of Sam has five fingers...I'll also have a four fingered version, it will make things easier to test. 5.) Sam's modeling is a little more dense than it was, but I think it's an improvement. If anyone finds a problem or thinks there's a design issue somewhere, let me know. ------------------------------------ EDIT ------------------------------------ The next version of Sam is in this post, this version has been deleted.
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The latest version posted is in this post, but, I'll be posting another update in the next few days. If I'm lucky, I'll get it done late tonight. It will include an updated Squetchy Sam...lot of changes in the hands, a couple of changes in the soft IK, a better thigh fan bone setup and some better modeling on the hands, legs and torso. I'll also be putting together a few tutorials in the next week or two on the arm/leg rig and the soft IK setup. Hope that helps, Mack. --------------------------------- EDIT --------------------------------- The next installation version is in this post, this one has been deleted.
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Since my last post in this thread, I've made another QuickStart Expression tutorial, this one uses the "Max(a,b)", "Min(a,b)" and "Round(n, modulo <>0)" functions (I had to make it code...otherwise I got some smilies in there), here. Once again, there is an included subtitle file. I've also done more work on the Squetch Rig...at the moment I'm updating the thigh fan bone setup, fixing an Expression setup that might break down under some conditions and tweaked the modeling some more on Squetchy Sam. I have what may turn out to be three more Expression tutorials in the works (I haven't decided how I want to divide things up yet) and I'm going to try to release another temporary "stop-gap" version of the biped Squetch Rig before I start working on the face rig portion of the updates. I'm hoping to start releasing these in a week or two, if things go well. Then, I'll get back to some more modeling on the Break Room set.