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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. I'm surprised as well...great catch, Mark!
  2. Happy Birthday, Stian!
  3. I decided to change the doorstop to a magnetic one (several reasons for the change) and I modeled the first-aid kit for the break room. Still a lot to do and my self-imposed deadline for getting the sets modeled is fast approaching...I want to texture and light the sets in early July. I've done some work on the face rig in the Squetch Rig...I'll probably be posting a test version of Squetchy Sam sometime this week, if all goes well. The first of the two tutorials I'm working on looks like it won't fit the criteria for a "QuickStart" tutorial...I don't think there's any way to make it under five minutes. So, that one will end up being longer than I had initially planned.
  4. If there's an issue with the character, I don't see it. Looks great, Marcos! Great design and style.
  5. Great stuff, Tore!
  6. Great stuff, Jirard! I'll second Robert's recommendation of making the face a neutral pose.
  7. 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!
  8. 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).
  9. Happy Birthday, Paul!
  10. itsjustme

    Cicak

    Great stuff, Gerry!
  11. 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
  12. 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.
  13. 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
  14. 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
  15. 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.
  16. Top notch, as usual, Mark!
  17. 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.
  18. 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.
  19. Happy Birthday, Jeff!
  20. 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.
  21. 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.
  22. 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?
  23. 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.
  24. 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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